Transcripts
1. Introduction: Hey guys, welcome to the next
part in this masterclass. My name is Abraham wheel, and throughout the series, I'm going to show you all
the techniques that you need to create this
amazing result. In this course, I will guide you through
the radiobiology, texturing and presentation
process for our care. I will be sharing free
much all of the knowledge that they have gathered in
my 12 years of experience. And I will share with you how to create amazing
looking characters. We will start the
project by doing our retail biology of
our high poly acids. I will teach you how to
do proper animation, topology and Popper edge flow. So we can have the most optimized and
well-prepared acids. After that, we
will jump into UV, we will do Bakes and we will jump into Substance Painter so they can share with you all the tricks that
you can generate. Amazing. Then we'll jump
back into Maya will generate some realistic
here for our character and we'll prepare the post
for our final render. In this course, you will
learn read topology, UV, texturing, X Gen hair creation,
posing, and rendering. This course is aimed at
intermediate levels to this, it's the continuation
of our previous course where we created the
high poly character. You should be
familiar with ZBrush, Maya, Photoshop, and
substance matrix. We will be using
Unreal Engine as well. So make sure to have
all of your software is updated to the latest
version and make sure to have enough free space
because the textures and models that we're gonna be
working with are quite heavy. If you want to
increase your 3D level and become a master at
character production. This is a course for joining me and learn how to create amazing looking characteristics
in no time.
2. Projet Setup: Hey guys, welcome to the very first video
on this new series. If you are new to this
series than well, today we're going to start
with the character that we left off on the
previous masterclass, where we did the whole
high poly count. So let me open the character
here real quick so we can go over what the main goal
for this one's gonna be. If you navigate to your folders, to your project folders, you're going to find this
asset called virus high poly, which is the result from the last series where we
did the whole character. Now, throughout this series, our main focus is going to be to convert this high poly character into a mesh that we can use
inside of a game engine. So we're going to convert
this 62 million points, which is like 100,120
million polygons, into something that can
be used inside the form real or instead of any
sort of game engine. So the first thing that
we need to understand is that there are a lot
of pieces to this guy. Thankfully, when we were doing
the high-quality version, we did keep things organized. So we have the body,
we have the legs, we have the bell, the arms. And this is pretty much like the sessions that
we're gonna be working with for all of the characters. So we're going to start with, we're going to start with
one of these pieces and we're gonna be doing
all of them as well. The only thing that
we're not going to be doing in regards to read
topology is the hair. The hair right here
will eventually be done with grooming, will really have a real hair working here with the character. So before we jump onto the, onto the actual rate
topology process, I just wanted to give you guys a quick overview of how we're going to
be separating this. There's basically three
different ways in which we can do re topology here
inside of our softwares, we can do topology
inside of ZBrush, we can do topology
inside of Maya, and we can also do read
Apology inside of Blender. Now since we have users from all of those
different softwares, I'm going to show you the best tools for
each of those softwares. And then I'm just going to use whichever one fits the best
for each specific part. However, all of the techniques
that I'm gonna be showing, you are gonna be showing are applicable to all of
the different softwares is just which one you
are more comfortable with and which one you
have more experience with. Now, before we jump into actually write,
apologizing this guy, we need to understand
that we can't just bring this 62 million polygons
For, except for Sievers. Of course, we can bring this
into Blender or into Maya. We need to follow a process
known as decimation. I've talked about
decimation before, but this is the first
time you hear about this. The summation is
you really, really, really cool thing
that now exists in pretty much the
entire 3D packages. Every single trait package now has some sort of decimation. But serious was probably one
of the first ones to do it. This is a very old document that remember ten years ago seeing the information about
this and what it does is as follows as you can see
here we have this character. I think his name was
DC from Gears of War. And this guy is at
5 million polygons. And what you could
do or what you can do with the summation
is you can bring the character all the way down to 50,000 vertices right here, while keeping most of
the silhouette intact. As you can see, we
look at the thumbnail. It's not the details, but
the thumbnails right here. They're pretty much
indistinguishable from one or the other. And this is perfect for re topology purposes
because we can work with a really low poly mesh
and then later on bake all of this high poly
detail HR characters. So the way this emission
works is really relieved. I'm going to show
you real quick with the ax head right here. It's just going to
clone this to work in a different file over here. And the way this
works is as follows. You go to see plug-in, you go to decimation master and you hit preprocess current, what this will do is it will analyze at the surface
of the object that you want to decimate and they will prepare it for the
decimation process. You always need to
decimate your object or to preprocess your object
before you do anything. I'm just going to click
here to rotate from there. You can see right now
we have 882,000 points, almost 1 million points, which would be almost
2 million polygons if we bring this into
Blender or Maya. Now that this has been preprocessed here
on the C plug-in, we can actually go down here to the decimation and we can
incite the percentage of the summation that we want for baking purposes when we're gonna be breaking
down the details, a 20 per cent, as you mentioned,
is really, really good. If I hit decimate current, you can see we go down to
176,000 Pauli's or points. And you can see we
barely lose any detail. Leg is pretty much
indistinguishable where the detail was lost. So this is perfect to
bring, for instance, into Substance Painter for
the normal map baking and for all of the different
processes that we're going to do once we get into textures. However, for a tree
topology purposes, it's still a little
bit too high. So I'm going to press
Control Z to go back to 800, 1,000 points. And we're gonna go see plug-in. I'm going to decimate
dislike really low, like a 2%, I'm going to
hit decimate current. As you can see now it's a
little bit more noticeable. You can see all
of the triangles. When you see it from afar, it's pretty much still
the same thing, but when you get
closer, It's definitely like a lot rougher, right? However, the edge or the silhouette of the object,
it's pretty much the same. You can see when I
press control C, there. You don't change anything. And again, if I
show you this too, It's very difficult unless you have like a full HD screen, it's very difficult to
notice the difference, but this one is way, way, way more easy to work with
instead of Blender or Maya for the typology things because it has way, way less points. You can see the
difference in points. This is 17,000 points and
this has 882,000 points. So you can see that even though we do lose quite
a bit of detail, we keep pretty much all of the other important
things that we want. Now, one of the problems though, is we have 77 points right
here on our character. And it would be a really, really long time for me to
go through each one of them and decimated so that we
have a workable, a surface. Thankfully, we don't
have to do that. There is a very cool
shortcut instead of the decimation or master
plugin that we can use. As you can see right here
where it says C plug-in, you can actually preprocessed all of your sub tools
at the same time. Which what's it gonna
do is it's going to go to each individual
software and it's going to create a cache like a file that you're not
gonna be able to access, where it's going to save
all of that information. However, there's a couple
of important things and I wanted to include
this in the first video because this is one
of the things that people quite often forget. First of all, you
need to make sure that all of the
objects that you are I'm remeshing or decimating
have a unique name. You cannot have
anything named like P surface one and then
pin surface one again, like in a different folder, every single object has
to be its own name. And as you can see,
all of these guys follow that specific approach. All of these guys have the exact same naming convention
that we want. So once I have that,
you can go to, again, see plug-in preprocessed all it's going to take
a little bit of time. It's not super fast. It's going to take some time. And once you do that, you can set the
percentage of this image. And I think I set mine
to five per cent. And then you can hit the
decimate all to just go through all of the different subjects and create the
decimation version. And I actually do have the
decimation version right here. As you can see, even the size
is like ten times smaller. There you go. This, as you can see, only has 3.4 million points for everything compared to
the 62 minimum points. So we were able to go quite, quite, quite, quite low. We can go, for instance,
to this little stone, only 8,000 points. So this is perfect. This is perfect because Maya doesn't really
have an issue near the splendor when working with
the millions of polygons, It's when you have
one single object that has millions of polygons. That's when you get
into intuitions. But if you have like multiple
objects and all of them combined create a
multimillion character. That's perfectly fine. Now that we have this, we can actually export this
into, into Maya, right? So over here you have
a couple of options. You can have this
one, for instance, export, all sub
tools with go See, I don't usually like
to use Goal Seek, go seize this add-on. It's more like a plugin
that connects it to Maya. Or you can just go to C plug-in. And there's one called
FBX export import. And you can select
FBX export import. You can do visible so that all of the visible top
soils are exported. X vx 2020 is fine. You can click here if you
want a different version, but 2020 should be
perfectly fine. Let me go back there.
We go. Beneath file. Like all of these things
are perfectly fine. You definitely do want to smooth normal so you don't
get any weird like a behavior and
you just hit Export. Once we could do that, we
can go here to our assets. And as you can see, one
of the things that I did, and I'm going to talk about
this on the next video. When you go inside of Maya, you can create a new project. I suspect most of you
already know how to do this, but let me just very quickly do it for you guys in case some of you are new to the
Maya environment. But instead of Maya, when
you create a new project, it actually creates all
of these assets for you, all of these folders that
you're seeing right here. What I can do here is
I can go to Assets. We can create a
couple of folders. I created decimated
meshes, bake. This either made admissions read topo, and reach apologize. Measures is three folders
I created myself. Here on this you
made that measures is where I'm going to export. I'm going to call this
thyroids for character. I'm just going to hit as
safe. As you can see. Right now, my eyes
are blocking this, but everything should have been exported in here
instead of my out where you create the break is over
here File project window. You create a new project, you decide where you
want to have it. And after you do that, you're going to have all of
the necessary folders that you normally have for
this sort of stuff. Very important
every time you are going to start working
on the project, you need to go set project, and you need to go to the
product that you're using. So in this case, I'm gonna go to Character textures,
virus character. I'm going to set the price. Why? Because when
I hit Control 0, for instance, which is open, it will automatically
go to whatever the product that they set
S is currently selected. So if I go to Assets, I can go and import things. For instance, I can
go File Import. And if I go to the Assets
folder right here, you can see the
same once we have the thyroid full character
I think can hit Import. If everything works as intended. In just a few seconds, I should have here inside of my scene, the
decimated character, it's going to be
quite a bit like what 6 million polygons
probably gonna be, should be divided into all of the different 77 parts that
we have for the character. So yeah, there we go, the characters right
here we got an error, but I didn't see anything
wrong with the character. So that tells me that the
wear on a good position and we're ready to start with
the right topology process. So the next couple of videos, I'm going to start talking about the right topology tools and every topology
principals that we need to follow when we're
working here inside of, inside of Maya, I can definitely see a couple of pieces
like this guy is right here that are not like we're not decimated properly. And the reason why these
guys were not decimated properly is because they
weren't really low poly, but we can very
easily recreate them or just export the
high poly version, which is not a
high-quality version. But yeah, that's fine. Like those little pieces,
that's perfectly fine. Sometimes it's a
lot easier to just rebuild a couple
of elements after, after you're at this stage
of the character process. So, yeah, that's it
for this one guys, I'm going to stop the
video right here. And in the next one we're
going to talk about the real-world scale and some of the rate of biology principles. So hang on tight and I'll see
you back on the next one. Bye bye.
3. Retopology Process in Maya: Hey guys, welcome back to
the next part of our series. Today we're going
to take a look at the topology process
inside of Maya. And we finally have our character right here where
there's a couple of things that we need to adjust
before we can start working on the actual character. First of all, we need to
understand that there is something called a
real-world scale. It's a concept that I
mentioned frequently, which is the size at which objects are created
inside the for 3D world. Right now, if I'm here inside of Maya and I create a cube, this cube is going to be
released. Small cube. By default, this cube is 1 cm, which means that
this character is only like six or 7 cm high. And that's not usually what we would expect for a
character like this. So one of the things that
we're going to have to do is we're going to
have to scale this character to real-world scale, but there's a small
little problem. And that's the fact
that if we scale this guy and we create
the right topology, if we then export
the other meshes, this case right here at a higher density so that we get more
detailed in our bakes. We're going to lose
the detail because they're not going
to match anymore. So you have two options. The first option is to
go back to ZBrush here, if we go to C Plugging, there's one option
called the scale master, and we can set the skills to a different
measurement right now, as I mentioned, this thing
is set up to 1 cm, 1 mm. So if we change this
to ten right here, so C plug-in and we change
the scales to centimeters, and we export a centimeters. This should give us ten
times the size, right? So I'm going to again see
plug-in sets in scale. You can also get some options right here where it tells you
what's the skill should be. There's no closest
option right here. Actually, let me go to the
character. There we go. So if we take a look
at the character, he should be like probably
like three-foot, right? So if I go to see plug-in
and we go set scene scale, we should get some options
like this guy right here, this 4 ft, 3 ft and one feet. This is probably the
closest size of the cache, so I'm going to
set that one right there is going to change
a couple of things. So this is why I only do this at this stage
of the process. That you can also
do this manually by scaling inside of Maya. And then if we export again, if we go File Export, Let's export again
as our thyroids full character and hit save. We go back to Maya. Let's start a new scene, not going to save this one. And if we import it back, this new full character, what I'm expecting
to see now is that the size of the character is
going to be way, way bigger. And the reason why the
character being bigger is good for us is because the tools
that we're gonna be using, such as the quadrat tool, will work better when the
polygons are really big. When they're really
small, they're there, they start snapping and creating some, some weird effects. Okay, if it's not working for some reason that's really weird. I'm pretty sure we should have our latest finishing.
It was already done. Give me 1 s my bad. It was still exporting
and that's why we got that issue right
there. So there we go. Now, as you can see,
this is the closer size. It's a little bit big, but it's definitely better
than what we had before. I'm going to grab all of the objects here
on the outliner. I'm going to press
Control G, and I'm going to call this HP meshes because there are
the high polygon meshes. And then one thing I
usually like to work with the floor being on the
bottom part of the character. So I'm going to grab the, the measure theory,
that group right here. I'm going to press the
V and V to move this. I'm going to move this
all the way down. And then I'm going to press
X to snap this to the floor. That should allow me to snap
the group to the floor. And that way our character
is above the floor. This is very
important that we did change a couple of things here on the group, especially
the distance. This is a distance that
we're going to have to save later on to know how to displace the high poly mesh that we're going to be
exporting eventually. As you can see, we have some measures
that are not working. I'm gonna, I'm gonna delete them because then I'm going
to forget about those. But I'm just going
to keep a mental note that those pieces, we're probably going to be like rebuilt or something
here inside of Maya. Now that we have this, we can go and talk about the
main tools that we're gonna be using them for that
I actually want to use this color right here. I'm gonna go to the
high poly meshes. I'm going to select all of them. I'm going to press
H to hide them. Then we can look
for one of this. We have all of these
options right here, and we can look for this call, which should be right
here is called jaw. Let's go for scroll
top. There we go. I'm going press H
again. That way we can just work with one of the measures without having to worry too much about. So the 3D typology process, which is press the number of people liked but
super-important than the production pipeline needs or invites us to create a new, a new scheme for
this mesh that we'll have way better
polygon distribution, which will give us a way
better animation deformation, and which would of course, reduce the amount
of polygons that we have inside of Maya. It's super simple to
the rate of biology. Just need to click the object that you want to
reach. Apologize. Go up here and
click this option, this little magnet thing
that makes it live. And the ones this is live, we can go to this
option right here, which is Aquadro tool. You can also find your
quadrat tool during your modeling section
on the mesh tools, and it's called the Quadro tool right
here, quadrant. So the way the
quadro tool works, and actually before I move on, let me just turn on a
little shortcut thing. There we go. So the way the quadrat tool works is
it's actually very simple. You only click on
the object that is a live surface and you
will be creating points. And then if you have four points and you go
shift and you create, or you click inside
of those four points, you're going to
create a new polygon, which is the worst
thing right here. And then you can create
two more points. This already counters points
even if they're not green, just press shift and you're going to draw a new poly count. And that way you can just
keep adding and modifying, creating the new topology
for your object. This is, this is the
way we're gonna be working and this is the way
it works for our characters. However, there's a
couple of like again, golden rules that I
would like to share with you in regards to read topology. The topology is one of those
things that a lot of people, they don't like
to think about it because they feel like
it's a waste of time. Sometimes they feel
like there are automatic tools and we will talk about the automatic tools. But I wanted to give
you a glimpse of why automatic tools might not be the best tick, tick, tick. This is called as
an example if we go here and to see where
some of you might be like, Well we have C remeasure. We've used that before
tomorrow, something. So why not just use it
for the every typology? Well, one of the problems of
zero measure is that yes, it will rebuild our surface. It will create a new surface, but it won't be as
optimized as well. We can get a manually
and it will also sometimes create a things
such as the spirals, or it will just soften things
a little bit too much. You can see how the
silhouette of the character god-like, really,
really reduced. Another thing that I don't like about this sort of
like automatic tools is that they will
sometimes give you way more topology in areas
that you don't need. For instance, we don't need all of these points right here. This section right here
could easily be handled with 12 or 20 polygons. And look how many we have here. So manually topology
as of today, as I said at the time
of this recording, is still probably
the best way to go when performance is important. As sort of like general rule of thumb,
if you're gonna be a, a prop artist or a
character artist, you always want to be as performance efficient
as possible. So one of the first rules or
one of the first guidelines that I would like
you guys to follow his whenever we're
doing any topology, you should always want
to keep a center line. This guy right
here is aligned to the y-axis or the x-axis. If we go to a top view, you're going to
see, There we go. You're going to see that
we're down the middle, exactly down the middle. So that's great because we can, we can make sure that we have a middle line and then
we just mirror it to the other side and we save ourselves quite
a bit of work. So we always want to
keep a middle line. We should always try to keep a middle line that goes all
throughout the character. This is for two reasons. First of all, UVs
are going to be way, way, easier if we
do it that way. And second of all, it's less work, right? Because we only have
to do one side and then we duplicate
to the other side. The second rule of thumb when doing the topology
is you want to keep things as simple as possible
for as long as possible, and then you start
adding more complexity. What do I mean by this? Take a look at this
section right here. It's very complex forms, very complex changes
in silhouette. If I tried to just start adding a lot of little
squares and stuff, I'm gonna get the really dense
mesh and that's not really the ideal thing I need to think about how this thing is flowing. Topology at the
end of the day is the flow of the polygons. And I know, for instance, that this thing wants
to float down here. So I'm going to add one triangle that flows
down here like this. I also know that this thing
wants to flow this way. Well, we can add one
line right there with control to add one section. And that tells me
that this thing is going to flow like this. And as you can see,
we've now pretty much created a loop around the nose, which is going to be important. Then on this side, I can see that this thing
right here wants to flow towards the direction of the zygomatic arc like this, right? We start adding, it's
kinda like sketching. We start sketching the
topology in this way. Over here, I can add one
line and you can see how this thing flows
to this other side. On this eye right here, I can see that this
element right here wants to flow in this direction. So this will be like the, like the general sketch or the general direction
of our skull. And there we go. We've created
another loop over here. We can create a closed
loop over here, which is where we're
going to do shortly. But this is how we
plan out there, how we think about our topology. Same thing for this
horn right here. Like I know it's
very evident to me that this horn
right here is he's sort of like circular or mesh. So eventually I would
expect to have some sort of like circular base for this whole thing,
like this, right? And then this thing
keeps going up. So that's the second rule. You want to try to make sure
that the topology flows in the way that it makes the
most sense on the eye. Here, for instance, we can create something called a loop. This like squares are probably goes right
here, are very stressed, are really stretched
out and they're not really conforming to
the surface as much. But if we add one more line, you can see the weekend more
geometry, more resolution. And that allows us to follow those lines a little bit better. Then from here, for instance, we can create a small
little circular loop. Loops for loops are
super important because especially for
further information later on when we see the
face of the character, they will allow us to
create a closed loop. Morphs and contracts and the forms in a very
clean and nice way. You can see how this creates the hole like
isochore very easily. We can do it a second one, like a second circle
right here if we need to. So I'm just going to keep going. It's kinda like extruding,
we're extruding this edges in and creating a circle. And then on this final part, remember how I mentioned on
the ZBrush version that we didn't need as many polygons since this is a part
of this really flat. And now that's
important, we can just start closing things
like we can say, okay, I'm gonna
close like they're, like they're there and
they're looking at that six faces and see how
much area we cover here. You can press shift. Shift is a great tool to
smooth things out and to help the geometry
relax a little bit more. And that way we can create
this section right here. So take a look and compare
this topology that we created right here to this typology
that we have right here. Now, does this means that we
can't use this one now of course we could use it
with this very heavy. Imagine that we have 100 characters on the
screen on our game, and all of them have
this level of detail. Some blank game engines for game consoles will not
be able to handle it. So that's why, again, like doing this sort of optimization is really,
really, really important. Here. We can keep going like this at one more
line right there. And this is the second or I think it will be the
third rule of thumb. You never want to work with small aquatic when
you don't need to. Because the small quads tend
to be very time-consuming. So instead of drawing
each individual section, you can start with
the v6 sections that what we're
doing right here. And then where we see we need more resolution
or more geometry, we will add that geometry. So for instance here
I can see that we could benefit from
having a little bit of a break so that we
can start moving these pieces down into this like under section
of the elements. This line right here kinda, wanna goes this side. And then we can
finish like this. Okay, So another look, little square right there. That's fine. And then we'll just keep going trying to keep things straight. It's another one of the things
that it's helpful for the, for the overall topology
of our character. So we can go all the way
over here, here, here. And we're going to
start seeing some other tricks in just a second. There we go. As you can see, where we're
building our element. Now, for the nose, for instance, on this section, which can
be a little bit tricky. We're also going to look very similar to what we
did on the ice. We're going to create
this model loop, that a close loop. Hopefully you can visualize
how when we mirror this to the other side is going to be
a loop that follows along. So we do this right here. Here you can see that these two lines are really close together. You never want to have
elements being really close. That's why they're relaxed.
Function is really important. And we still follow one
of the first rules, which was the middle
section, right? Like we want to
have a central line because that's the line
that we're gonna be using to mirror the object
to the other side. We do there. Or that let's another little
like extrusion there. If we need one more
line, that's fine. And then here that's a square. This is camera basis. So that's why I'm
moving my camera around to find it. There we go. We have a little triangle.
We're going to talk about triangles a little bit
more extensively in, in other parts of the, of
the metabolic process. But triangles are not bad. We just need to know
where and how to use them to get the best result. So that's it, as you
can see right here. This is pretty much the basics
of the metabolic process. Now I'm going to
show you one very cool little trick that
we're going to be used. Because as you can see,
this is quite low poly, it looks like a PlayStation one or gain Cuba sort of resolution. And nowadays we're actually
allowed to have way, way, way more resolution
in our engines that what we have right here. So what I'm gonna do is I'm going to go to the right view. I'm going to select all
of this central vertex, all of these guys right here. Very careful not to select ones that I don't need.
All of these guys. I'm going to press, I'm
going to remove this thing, press R and scale this and
snap them to the center line. Then what we can do is
we can press Shift, right-click mirror,
and we're going to be on the negative
axis with the world. We're going to combine
with the original. We're going to use a
threshold of 0.001. So the only the vertices
that are close to each other merch and we're
going to hit apply. And if we did this properly,
we're going to get this. So again, as I mentioned,
this looks okay, but it's a little
bit low poly, right? That it's not the
highest PolyGram data we can have. Here's the trick. Instead of having to work with
a really high resolution. Well, we can do, let's
bring this back in July surface is we can work with low-resolution
like this, which as you can see, it's
only 400 triangles so far, only 400 triangles so far. And then we can say
Mesh and smooth. This is gonna give us
four times the amount of triangles are also getting
some ambulances soon. Unfortunately, think about Maya. For some reason, the mirror, a function sometimes
creates some angles, which is delete those vertices. So again, mesh and we
smooth and that we jumped from 400 to almost 1,800, right? Which is quite a bit still not as much as what we
have right here. Remember this is
almost 24 or 22,000. I'm like polygons, but this
quite a bit of a resolution. And here's the magic trick. If this skull is set
to a live surface, we can grab this new software or soften or smoother version. And we can say mesh conform with a 0.001 along
normals and hit apply. And what this will
do, as you're about to see, look at this. It conforms to the surface, way closer to what we have and we get
something that's a lot closer to what we
would normally expect on the AAA game nowadays. So, yeah, this is it. Now, you can still
reduce the amount of polygons because at any
point they can be like, hey, you know what, maybe this loop right here, the, this lobe right here, we
don't need it as much because it's not as bad as what? We just press Control and
delete on our keyboard. As you can see, we don't
lose any of the silhouette, and we just reduce the
amount of polygons. Same for the Lions right here. Like I can see we have quite
a bit of like central lines, like all of these
guys, Control, Delete. We don't lose as much
detail and we're creating something
that's sometimes referred to this as LEDs, which are the level of details. But this is the trick that
we're going to be following. We're gonna be doing a
very low poly version of our element as low
as we can get it, which in this case is
something like this. Then once we're finished
with the low poly version, we're going to smooth it together way more
resolution where needed. So in the next couple of videos, guys, I'm going to finish this. This is called to again, keep hammering some of
the concepts that we're gonna be looking at in
regards to re topology. And then we're
going to jump onto, onto C version on to
Blender to show you some of the techniques that we can have therefore, for every topology. Before we jump to the
next chapters where we're actually going
to be focusing on a specific part
of the character. So hang on tight and I'll see
you back on the next video. Bye-bye.
4. Maya Auto Remesher: Hey guys, welcome back to
the next part of our series. Today we're going to talk about
the Maya outer remeasure, which as I know in
the last video, I mentioned that the
automatic remeshing is not the best idea. And again, it's usually not going to give
you the best result, but it can definitely speed up certain parts of the process, especially for parts like
this or for assets like this, where topology can be
a little bit tricky. So what I'm gonna do here is I'm going to duplicate this object. I'm going to Shift P to get
it out of the main section. I'm going to hide
the original ones so that we don't mess with it. I'm gonna grab
this guy and let's hide this other one that reach, apologize one, I'm
going to grab this one. And Maya now has an interesting
Rita apologize tool, which it intends to be
this sort of like easy way out of the topology process to just to save a lot of time. One of the things that I
do like about this one, I'm going to remove this, keep original so that
we don't keep it. We're just going to
destroy this one. To get the new
rate typology one, I am going to try to
preserve the hard edges. Let's see. Well, let's
start with that one. First. Let me reset
the settings. There we go. This is
the basic settings. So as you can see by default, it tries to go to a
specific type of target, which in this case
is 1,000 polygons. I don t think that thousands
enough for this one. So I'm gonna go to
3,000 polygons. This means that for this
technique we're not going to be using this mode option
because that's gonna give us, it gives us double that amount
and we don't want that. Or we can try to like
1,500, something like this. Now, tolerance is the tolerance within that specific margin. So he can go 150 faces up or down depending on
if it needs it or not. And that's it. We'll just hit Apply. Wait for this to finish
and look at this. We get this interesting effect. The problem with this, as you can probably see, is first of all, symmetry
is non-existent. We don't have any symmetry. All of these things right here, like the topology is
flowing everywhere. And one of the things that I
hate about this is that we get some things are
called spirals. There we go. Look at that, this line that you're
seeing right here. This is called a spiral. And the problem with
this spiral is that we get this really weird
looking effect. Now, this doesn't mean that
the tool doesn't work. It just, it works, but not for all of the
things that we might think. For instance, we have the
handle right here, right? Very simple handle
is just a cylinder. When we, There we go. When we're doing this
is just a cylinder that has a little
bit of curvature. Well, this is a perfect target for that sort of
thing because yes, of course we could grab the quadrat tool and draw
the cylinders and stuff. But since this is
such a simple shape, It's a lot easier
to just go mesh. We go reach, apologize. In this case, we do want
to keep the original. And I don't even think
we need 50,000 firms. Probably something like 600 faces should be
more than enough. And then we hit Apply. And we wait, look at this. We get this very nice like
cylindrical looking thing. And as long as we
don't get any spirals, which in this case we don't. This is perfectly fine,
perfectly, perfectly fine. And if we compare it
again, There we go. It the heights if for
some reason is moving up, it's because of the
transformations is bringing this back down. You can see this is
going to perfectly, perfectly match what
we have right here. And we could even use
a conform if we select this guy and then select the
low ball, you can say mesh. We can conform is
going to give us an even closer match
to the whole thing. So this handle right here, this is perfect. This is done. And again, if at any point and need to reduce the
amount of polygons, very easy trick is to just in this case, the vertical axis. We just skip one and select
one edge loop like this. All this guys, we select them. Now, this works because again, this object is not
going to deform. It's always gonna be a solid
like a wooden stick, right? If this object was going to the forum band or
something like that, then we didn't need to
be a little bit more aware of the topology
for this particular one. Not really. So we'll just delete
that and we just went from 800 faces to 688. So this is perfectly fine and I could even reduce some of
these lines right here. I don't wanna do it right
now because it's going to create a little
bit of a mess. But you can see how the
automatic typology process could potentially be really, really useful for
things like this. What are the things
that you might be seeing here is, Hey, what happened to the color,
whether should look green. Green is Maya's way to display that you have an
issue with your topology. And the way to fix that, it's very easy to
just go right-click, assign existing material and
you assign the Lambert one. Now see how all of these
guys have so many materials. That's because for some reason, when we brought in
all of the elements, either assign one
material to each element. That's something that I
definitely do not want. So let me show you how
to fix that real quick. We're gonna go to the
hyper shade over here. You can see all of these
materials right here. I'm just going to
look for Lambert one, which is the basic
like mine material should be alphabetical. So t. Where is it? There we go, number one. So I'm going to select
all of the objects, right-click the little
sphere and just say assign initial shading
group to selection. Now, all of the elements,
as you can see right there, Let's select this one. And so they'll have the
same basic material. And then I can go to edit,
delete unused nodes. And that's going to delete all of the materials
that we don't need. As you can see, we
only have the lumber one that's also going
to have or make the software a little bit
faster because it doesn't have to think about all
of those materials. We just think about what
we have right here. So yeah, that's it guys. So as you can see right here, this other x handle
that we have over here, though, the reach, apologize
one, that's perfectly fine. That's an excellent
handle that we can use. Even like if I want it to
be even extra precise, you can see that the inner
side of the handle is not, it's not there, we don't see it. So the best thing
we can do there, select this face is delete
them and then delete this cap. That's going to save
us a little bit of geometry and a little
bit of texture space, which both of them are
really, really important. I can also see the same
thing happening up here. So we just, let's see, Okay, we don't have that. That's the spiral. The reason why I can select that it's probably because
it's a spiral. So we'll just select
this guy right here, delete those guys right
there and delete. And this is pretty much just a cylinder with a
couple of divisions. And we get this. Even if we
needed to simplify this more. Again, we could go to one of each individual lines
right here, like this. Skip one and then
select the next one. And we can do Control Delete. This is gonna give us
a super low polymers. There's only 272 points. I don't think we
need to go that low. I think this is perfectly fine. Assign, we assigned a Lambert
material and there we go. Now, one of the things,
since that one is ready, like we're not going to have
to redo it or anything. What I'm gonna do is
I'm going to Shift P to get it out of the out of the
center right there. I'm going to change his name. I'm going to call this ax handle underscore low because
it's gonna be my low poly. I'm going to Control
G to create a group. And this group is
going to be called a thyrsus retail
pathologized meshes. There we go. So, yeah, let's go for another piece
like this guys right here, which again, we could
like manual and reach. Apologize, but let's give
it a try and see how the rate apologize
tool works. Not great. Seem like one of the
problems with this one is it softens things a
little bit too much. And this is one of
the reasons why a lot of automatic tools
are not great, neither inside of Maya or
inside of ZBrush Blender. So just be careful. You can use them. They're not wrong or bad. Sometimes when
you're in a hurry, It's perfectly fine to use them. But be careful with those like Rita biology tools because
as you just saw there, they can create some issues where things don't look
exactly as you might expect. Um, and yeah, that's that's pretty much it
for this one, guys. I'm going to, I'm
going to now move on to finishing this guy
on the next video. We're going to go
traditionally with this guy. So I'm just going to
like surface that. Let's, let's hide
everything again. Grab everything here,
and hit H to hide it. And then we can grab again
the skull top and on high. That's why we can
see it. There we go. Very important to save. As you can see, I have this
ring topology main file. I'm just going to save it there. And one of the best
advice that I give my students is to always
do increment and save it. So File Increment and Save so that you have
backups of your files. Because one of the worst
things that can happen is when your file gets corrupted
and you need to start over. So from here, yeah, we're just going to continue
with discovery typology. And once we finished this piece, we're going to
jump into Blender. And I'm going to show you
the tools that we have in settled planner because
I know some people are more accustomed to
the blender workflow. And it actually has some really, really powerful like what's
the word rate topology tools. I even recommend my
students that use Maya to jump into
Blender for the, for some parts of
the tree topology process because it's really, really fast for some things. So, yeah, that's it
for this one, guys. Hang on tight and I'll see you back on the next one. Bye bye.
5. Skull Retopology: Very well. So let's now continue with the
topology of the skull. Now that we have this, this guy, again, just to
keep things clean, let's just hide the, the group with h. And
I'm going to jump here, select this guy,
make a light surface and now select my low poly. And some people like to
work with the symmetry. We can do that. We
can do symmetry world as Z because its front and back. And now, if I start drawing
over here, as you can see, it's also going to draw over
here. It's perfectly fine. Some computers struggle a
little bit depending on the amount of memory
you have and stuff. But if you wanna do it,
that's perfectly fine. So for instance here, again, very important and we want
to have a middle section. So I'm going to click here and create a male's sexual,
write this way. One of the things that
we're going to do though, is we're going to start
moving some of these lines because one of the
other like golden rules is we want to balance out the area or the distance that
each section is covering. You don't want to have
two edges like being really close together
and then other edges v, like really pushed apart. Now, here's where things get
a little bit interesting. So the problem with this
piece right here is that if we just keep
moving the edges up, we're going to eventually have a really tiny section
that's gonna be fulfilled with a lot of divisions and that's not
usually what we want. So a very common technique
that we follow here is, again, first of all, we want to keep our middle line in the
middle nine, you guys? I mean, it should
be pretty obvious. Why is this important? It's important because when
we mirrored the object, we want to make sure that things are perfectly, perfectly mirror. So here I'm just creating
this middle line. We're going to continue to
the other, to the other side. Like this. This, and there we go. You can see that by itself, it already is kind of
like telling us like, Hey, we're going to
need some triangles. Like if you want to
create or keep this form, we're probably going to need some triangles now there's many, as I can see right
here, it's only, it's only going to be one. But this triangle
is a perfect way to exemplify why they are so
important triangles or so, so pivotal to the whole tree
topology process because they allow us to control
the flow of the topology. So as you can see here,
instead of having, I think it was like eight
sections going all the way up. We just keep having
or we just have four at the very top
of the very peak. And we'll still keep our
central language is going to be super-important for
the rest of the process. I'm just going to keep
with the central line. So I've mentioned
the last minutes. It's super, super important, so I'm just going to keep going. One very easy way to do that is just create a one-point
in the center, one point to the side,
and just keep drawing. Again, we start with big shapes. Don't try to go
with small shapes because it's going
to take you forever. We start with very, very
vague shapes first. And once we're happy
with how this is going, we're going to start
adding more details. I'm going to leave the
teeth at the very end because those are going to be a little bit more tricky to do. And now when I talk about again, edge control or edge flow
control in other sections. So for instance, right here, this face right here, needs us to go to all
these different sections. But we don't want to, like add one more line here
because as you can see, if we add one more line here, it goes all the way
to the other side. So how can we add one line here without going
everywhere else? And the answer is by
deleting this phase. If we delete that face and
we have one line right here, we're going to be able to create two section
lines right here, which are going to be useful for the edge control on this side. And over here, again, we just have triangle's small little triangle
there on the border. It shouldn't affect us as much, especially for this
object that's not going to deform and it will allow us to build this
section right here. Again, we don't want to
go for super big squares. Oh my God, sorry.
I'm gonna go for super big squares
because we are going to be smoothing this guy. And we're gonna be using
the conform option to, to get more resolution. So big squares first
and then later on if we need more shapes,
we're going to add them. Okay, so something like that. Now, here's something really funny happens as you can see, again, we're creating a loop. These loops are one of my
favorite things to do when, when do every typology. Because again, they
allow us to control the root topology or the
topology in a very clean way. So this little horn right
here, it's circular. We want to have a circular
base to the horn. That's why we created
this little loop. Or we're going to
create this look right here on the base, which is coming from all of this other like a meshes
that we have or here. And by doing this, now that
we have a little loop. And that loop is super important because once we get into UVs, it's going to allow
us to cut the UVs in a really fast and easy way. I'm going to start
adding some loose right here and here again. I know sounds, it's
going to sound a little bit weird when
I'm about to say, but once you do enough
free topology D, D mesh, it can talk to you in and it
tells you how it needs to, to be distributed to
get the best results. That's why I know
that right here. A triangle is gonna
be our best bet. Same thing here. Like I know that that triangle right there, it's perfectly fine
and it helps us with the whole control
of the topology. So we just keep going here. Keep going here, here,
and there we go. I know I have enough resolution, so I'm just going to press
Shift to smooth things out. And now for the little thing right here at the
point of the horn, we need to decide do we want the spiky point or do
we want a round point? And as you can see,
this is kinda round. So that pretty
much tells me that by utilizing the same sort of like topology that
we have right here. A round point might be
a little bit better. Yes, it's a little bit too
much geometry or it here. But you can see that's a
square and that's a square. And when we smooth this out, it gives us a really nice,
really nice distribution. We're still going
to smooth this. We're gonna give the
shape and overall smooth. And that's going to
help me cover or captured that silhouette
a little bit better. We'll look at that. The horn is ready. On this side, we have this
interesting loop again, let's really quickly
sketch the geometry. So I'm imagining this
thing like moves on this direction right here. And again, the topology
is already telling me, hey, like this, points
are really close. Just combine them, that's fine. Same thing here,
triangle, no problem. We can use that. Over here. There's like, okay,
we have two lines here and just one line here. Well, we can just add one more. And that way we save
ourselves a little bit of headaches and we just
keep going like that. You can see that here we're not capturing the
silhouette as much. Don't worry, when
we smooth this, we're going to have more
resolution here and that should be enough to cover
that specific area. But if you want to be
super precise about that, we can just add one line
right there like that. And deadlines, it's
going to allow me to push this thing in there. However, again, I
don t think this is the best option because
when we smooth this, then this thing is
going to become very, very dense and that could potentially cause
some other issues. So I think this guy right there should
be more than enough. Down here, here,
here, there we go. Same thing here. Just don t think about
this 123.4 and that's it. Same thing here, 1234, especially if it's an area that you're not going
to see as much. So all of this back
section of the skull, even though we did sculpt
quite a bit of detail. Just don't, don't overthink it. Just go for the simple, most efficient way to do this and that's, that's
gonna be good. Again, over here,
we might need to do some corrections for
the rit biology, but should be fairly,
fairly. Over here. I'm just gonna start
moving some points. So we can connect this here. Now I can see that another
point might be good so that we can have a triangle or just have a
triangle right there. Look at that. Again. This is gonna be smooth it and then we're
gonna capture it with the conform over here. And this whole thing, it is a good idea to have a loop going down into the hole. So we can do
something like this. And like this. And the one thing that we
want to avoid this is very important and it can happen
even to the best of us. We don't want spirals, spirals keel the flow of
the topology because they, they just keep going,
they never end. So we gotta be very
careful about spirals. If this happens to you when
you can't really like, put the phase where you want to. You can also use the tab key to extrude an edge and then
just move it around. That's another great tool
if you're having issues because the whole topology
processes camera base. So sometimes the angle
at which the camera is trying to find the
points is not the best. And that's where that one, that tool works very nicely. Now here, for instance, we start getting into the first
set of problems. Like we have a lot
of resolution here, a lot of points, and we don't have as many
points right here. Do we want to add one point
that goes all the way across? It's not really
going to hurt us, but it might not be the
option, for instance here, I don't really want to add one more point or one more line going
all the way over here. So we need to find a way to, to modify the topology. One very easy trick
is the following, which would lead one phase. And then you just fill it
with a triangle right there. Okay, So that gives us an
extra point right there. Without really having to
go all the way to the top or around the object. Just merge that one right there. Perfect. And again, careful here with
the spirals because this is, this is like a territory first part of the
sooner it like this, this phase right
here, it's a little bit too stretched out. So I'm just going
to add one more line because we're
definitely going to need more resolution here
for that particular detail. Okay. I wanted to start with
this skull section because it's one of
those things that it's relatively organic so that we can practice and understand
the flow of the topology. But I'm not being asked
careful as to how we're going to be once we go into
the body of the character, the body of the character is
gonna be really important. Because not only do we need to follow all the rules that
we've been talking about? But we also need to
take into account that, that character is going
to be rigged animated. So the deformation, how we, how we set everything up, it's gonna be really,
really important. Now as you can see, the topology process
does take a while. It's one of those like very time-consuming parts of
the production pipeline. Again, the more you do it, the faster you're going to get. It's not as interesting. So I'm not going to
be able to share. A lot of interesting bits are techniques we
are going to have, of course, like
certain parts that are gonna be a little bit
trickier than others. I'm going to show you
how I would solve them, but I'm going to use the
time when we jump into the next chapters
to also talk about like character story and
character development. So you're gonna see me just like placing points and creating the loops and the flow of the elements while talking
about the character, character story and
character development so that we can fill in this
time and have a good time. You can see a little
triangle there for instance. Then we just fill this,
this I don't love. This is one of the
things that a lot of people sometimes do. And you kinda like the topology is something that lends itself to doing this, but it's not a good idea. The reason why it's not a
good idea is because it removes the sharpness
of the lines, right? So in this case, it's better to just have another
triangle over here. And even here, while still
keeping this like sharp line going through the
border of the skull. We're almost done with
this first section, so I'm just going to keep going for a
couple of more minutes. And this one same here, like we want to
keep this section. We're going to capture the
order of the elements. That's one of the
most important things when doing the topology, you want to keep the border
really, really, really clean. The cleaner the border. The cleaner debates and
bakes are of course, the angle for the topology. That's why we do
this whole thing. So for instance,
there either one line and then we can
just smooth this out. And there we go, get a
clean distribution there. The whole is now covered. If I need one more line
there, which I think we do, I think with the smoothing
should handle it. This line right
here, you can see how it's having a little
bit of hard time. This is where the Cut
tool is also very, very handy because we can just
cut that and create that. Again, I'm pretty confident that the smooth and the conform, a technique that I showed you will fix a lot of these things. But it's just important that we get as close as
possible for the teeth. We're definitely going to need quite a bit of resolution here. And here I'm going to show
you a technique that we use quite frequently.
There we go. So this technique is called
the reduction technique. Okay, we're gonna be seeing
this quite, quite a bit. So as you can see, we
have a lot of divisions here on the, on this guy. So we'll have 1234 and over
here we only have one. Is there a way we can solve it? Yeah, First of all, we can make this
thing flow inside. And another one, for
instance, right here. We can create these efface. And then using triangles
or other shapes, we just reduce the
amount of Pharmacy held. This two guys are using
this triangle to, to kinda like joined together and to solve
the whole thing, or even like a
triangle right there. And that way we can have
a lot of resolution on this border and not
as much resolution on this inside part x, we don't need this much, right? Let's just finish
this right here. Here we are going
to have a star, which is another
type of element. There we go. That's it. As you can see, we've now successfully
finished the school. Of course, I know that
we're missing the teeth, but I'm going to stop the video right here because
we have all of the main shapes and this is
looking quite, quite nice. We have enough resolution to cover and capture
all of the details. Very important as you can see, we're getting a really
huge history right here. Every single point we add, every single thing we do is a history in this
tends to slow down Meyer quite a bit and also
it's prone to, to, to crash. So to avoid that, once
you're happy with this, not only are we going
to delete the history, but we're also going to
do an increment and safe. Remember increments and saves
are going to be really, really important because
they're going to allow us to have checkpoints. As you create more
increments and saves, you can delete the previous
ones because it's gonna be a little bit of a heavy file due to all of the high polish. But yeah, just just
keep that in mind. So that's it for this one guys. I'm going to stop the
video right here. And then the next one
we're going to finish with the details
which are the teeth, the teeth like connections
for this guy right here. So hang on tight and I'll see
you back on the next one. Bye bye.
6. Skull Retopology Details: Hi guys. Welcome back to the
next part of our series. Today we're going to finish
this little like the top of this call and that don't worry, there's
a lot of pieces here. I notice that the budget seems like a really daunting thing. There's a lot of
pieces that are really easy if you saw the ax handle, how easy that was. And as we get further and
further into this process, you're going to get faster
and faster as well, which is going to really show on the speed of the topology. So for the teeth, we do want to create a
little bit the for loop, because we do want
to capture some of the holes that we created
here on the teeth. Easiest way to do this is to just create a
couple of squares. So just a square right there. And then we're going to
create a little loop with that square going
out This YA squared. Because I know
again that when we, when we create the smoothing
option for this thing, that's where it's
gonna give us way, way more resolution that
will we actually have. And that's gonna
give us a really, really smooth brown
defect if you've seen any of the modeling stuff
that we did on the other one. When you have a,
literally a queue, for instance, are secure. There we go. If you smooth a cube, a sphere, or it can
really run stuff. You can see we get eight
sites to that queue. So that's pretty much what
we're doing right here. We are using that sort of like principle with
their cabinet Clark's of division stuff or
subdivision approach to generate that
sort of changes. Can we do a square? We create the border of
the square like this. Then the tricky part is
going to be two to match that border or to join that border with the
rest of the elements. Now we don't need everywhere. So for instance,
right there are in this final molar pieces, I don't see a lot of
depth to the holes. So we can pretty much
just started like a collapsing some of
these guys right here, like closing the elements. And then that's it. Now, we go back here again. We want to keep
our central lines. So let's add one central
line right here. And that central, it's gonna be like merchant right there. You can see here things start getting a little bit tricky. We're going to use
the technique that I like to call stitching, which is another they
only like to call it. That's that's usually
how they name it. And the wastage in works, I'm actually going to add one section right
there, one more line. Because things here a
little bit stretched. And the here, like, I know this one is working with that union is
perfect right there. This is the center
line, so we're gonna go with a central
line right there. And this is the
central line up here. But central lines is going
a little bit crazy, right? So I'm going to use my cut
tool and we're gonna go from this corner to this section
right there and hit Enter. As you can see, that pretty much divides this phase into
a square and a triangle. The triangle can very easily
be connected to this guy. And that way we don't
lose a lot of stuff here. Triangle, that's fine here. Another stitching
might be a good idea. So we're gonna go
from here to there. And then under
quadro or can just stitch their little triangle
there, that's fine. We move things around so the polygons are
not as stretched. It's very important to always
take that into account. Let's go here, here. Here again, you can stitch. So I'm going to go from here to here to create
another stitching, a section right there. One of the tricks about the triangle technique
that I'm showing you guys is that again, that's a little bit
stressed right there. So in this case, I think it might not
be a bad idea to to add another section
right here. Like that. Just to again, to keep the
border as clean as possible, even if we have like little star right there. There we go. There's a little
secret that I haven't shared with you when
doing this technique. And that's the fact
that when we smooth, look at what happens to
all of the triangles that we have right here because it
looks very messy right now. But when we smooth it, go mesh and smooth. All the triangles
become squares. Square, square,
square root of n, n guns becomes square
root when you smoke. So the smoothing is
a really, really, really strong way to fix
a lot of the topology. But if you already have
a really clean topology before smoothing, when you smoke, you're gonna get an even cleaner topology. Remember that the
triangles that we have here and then
here and here, like all the triangles
are now gone, everything is a square because
of the smoothing option. Now that we have this, we can of course go to Mesh and conform even if we don't see the option because
it's a live surface, we conform and look at that. We've now successfully capture all law that the silhouette
of their character. And in regards to triangles,
if we take a look, how many triangles look at this 5,500 triangles,
It's quite nice. It's a nice number for a such a big acid are such a
big part of the character. I actually closed a Sievers, but under section I think
we had something like 20,000 triangles and it was looking really,
really, really dirty. So this would be the final
part of a f a section. Now, of course, you can see that we have a couple
of issues here. Easily solvable. We're just going to merge those. Merge those two center. See, Center. Okay, Let's get rid of symmetry. Grab those tumors to center, rep this to merge the center. Grab those two
deprogrammed, press G to repeat the last
action, and there we go. The other thing I'd like
to do is I like to press number three to go into smooth mode and see if
we have any issues. I don't see any issues. And as you can see, the
silhouette in general is being captured very nicely. We're not going to
smooth this like this is the final asset that we're
going to see in game. And the, another one of the cool things
is that we can still like if this was if we had
an issue with performance, if this was a
little bit too high and let's say our
clients like No, we want this to be at
5,000 polygons only. There are ways to reduce this. We can delete a couple of faces, delete a couple of edge loops, like for instance,
this actual right here that goes around
the whole mouth. All of this guy, It's
really not that important, so we can just press
Control, Delete, That's going to give
us probably like 40 faces or something
or 20 faces. So you can definitely reduce
the amount of polygons. Or in certain areas
you can create a low the center and minimize the amount of
polygons that you have. And that's gonna give us
an even better result. But this one is working perfectly fine. I'm going
to delete the history. Do not freeze transformations again because this
information is going to be important later on when we match it to the true Hi Pauline, not the one that we're
using for the decimation. And yeah, this is a really,
really nice density. It is quite dense. I'm not going to lie.
It is quite dense. But for AAA games like if you've seen the latest god of
war and stuff like that, you can definitely
have a character that has 150,000 polygons total. So I think we're
still in a good, a good amount of
polygons for this piece, especially because it's such an important piece
of the character. But later on, if we see that the performance is
a little bit heavy, we might be, we might need
to reduce this eloped. So now that we're ready,
we're gonna do, of course, is we're going to move
this middle mouse drag to the inside here. And very important,
you can select the exact same name that
you have right here. And this is gonna be
called the exact same, but with the underscore
low like that. Okay. This guy, we don't
need it anymore. You can delete it
because this is not the one that we're going
to use it or you can just hide it and
we're gonna be ready to move on to the
next session such as, for instance, the jar plus h. There we go. So now since we're going to jump into a
different section, I actually want to show
you how we can use some of the other tools and techniques inside the blender. I'm going to show you the a
plugin that we're going to be using and we're going to go over some of the shortcuts
before again, we jump onto all of the
pieces that we need to do. So that's it for this one guys, hang on tight and see you
back on the next one.
7. Blender Retopoflow: Hey guys, welcome back to
the next part of our series. Today we're gonna talk
about the 3D topo flow, which is a really,
really, really, really strong like software
plugin for a blender. So as you guys know, in the market in the world, there's a lot of options
for a lot of things. One of the biggest, like like every topologists offers out there that have a really, really cool development back
in the day was Topo Gun. Unfortunately, even though they are working on to
a polygon three, it's not the software that's being
continuously developed. So i, and it's a software that you also need to
pay quite a bit for. As you can see, it's $100. So it's really strong
and powerful software, but you can do most of the
things that Topo Gun does with other options such as Maya
and also for Readtopia float. So always if plug-in
for Blender, if your blender
user than it should be fairly easy to utilize. I'm going to show you
how to download it because when I was first shown this was of course
taking it back by the price, but they actually
have something very, very interesting on
the documentation. That's why it's so important
to read the documentation. Following some of the
blender principles. They do offer a topo flow for
free if you are learning. So as you can see
right here, we took the flow is free for
students and teachers, so you can download it
directly from a GitHub. I'm going to show
you very quickly how to do this. It's very easy. The only thing you need to
do is you need to go here to the blender Options and
you go to the file. And where it said you
download the whole thing. Give me just 1 s here. I think you just need to
download the whole thing down, a little down, a little
worse it, where is it? You're gonna go
here to releases. And here you're going
to have this 13.2, 0.9, which is the latest
release that's available. And you're going to
download this one. Read topo flow B32, 0.9, github dot zip. You're going to keep that file. You don't need to unzip it. You're gonna go to Blender, then it opens your blender. At the time of this recording,
3.4 is the newest one. We're going to go File Edit, and then we're gonna go
to Preferences, Add-ons. And you're going to
install an atom. You're going to go to your
downloads and you should find this repo full flow. Github, just install the add-on. It will install all of
the atoms right here. And you can see that right
now this thing is active. This is like an older version of this is the, this is 3.28. So I'm going to deactivate that. And I'm gonna go to this one and activate this
one right here. That's it. With that done, you're going to have this read
topo flow option up here, and you should be able to
access the whole thing. I am going to give you
a really quick tip, right guys is a super, super important we're
going to cover, of course, the basic tools about
Readtopia flow. But it's the documentation,
boot disguise. It's amazing, just
amazing, amazing. So I strongly recommend
that you go in there into documentation with
the QuickStart guide and all of the shortcuts
because it's a really, really, really powerful
and complete tool. I'm even willing to say
that it's better or more complete than the rich typology here that we have inside of Maya because it has some really, really nice like tools. So I'm going to select this
piece right here, the jaw. I'm just going to export
this because we're gonna be using this
as an example. I'm going to go of course,
to the Assets folder. And here this is why this
three folders that I created earlier and you should have on your files are super-important. The topo is where we can have all of the
dirty hypotheses, the ones that we're not
going to be using to bake and it's a way to
keep things organized. So I'm going to
call this thyroids, underscore a jaw or scroll jaw. So pretty much the same name
that it has on the file. Now we jump back into Blender. We don't need this, of course, and we're going to
say File Import, FBX. We're going to jump to projects. Projects, projects during
22 character textures. Acids in here on the right TOPO have the jar
and it will just import. Technically, if we
follow this up properly, we should have the jaw on the position and on
the size that we need. And this does seem to be
following that specific effect. So the weary tuple flow works is very easy in
regards to the setup. Again, we're going to talk about this specific tools
on the next video. But to start working on this, first of all, you do
want to save your scene. So I'm going to save this. Let's go real quick here too. To the main character or
a character or textures. One thing we can do
here, by the way, is you can drag and drop this. I think we're just
a bookmark it, right-click and add bookmark. There we go. So now anytime we
need to jump here, it's going to be a
little bit faster. So I'm going to save it on
the topo file of course. And this is going to be called, again thyroid writable, but this is the blender
file we just saved there. Why is it important to say
because the renewable flow is so heavy software,
It's a heavy plugin, so it tends to crash, especially if you have a really high density polygon
or high density mesh. So just be aware of that. So what were the
way this works is very easy to just
select the object, go to the top of
log n at active, and this will initialize the
whole Readtopia flow suit. You're gonna get
this quick message. You can, of course
there's an option here to show or not show
whenever you started. I'm going to click that off and I'm just
going to hit Close. And now we're inside the buffer. So a lot of the things that
you normally see in a lot of the shortcuts that you normally use instead of
Blender are now gone. We're now in the RI tuple four. And we also have, as you can see right here,
a polypeptide. So you can start
creating points. And this is going
to create squares. And as you can see,
I'll know sometimes it feels a little
bit faster than the, what's the word
then the auction. The way this works
is very simple. You click a point
and then you press Control and weed control, you're going to
be adding points. So as you can see here, I can add that and then I can start over here
and Control click, click, click, and that's
another square right there. And there's a lot
of different tools we're going to talk about
all of these tools. We also have the tweet option, which is to move things around. We have the relaxed option that we want to relax some
of the elements. We have the loops option, we can insert a natural, one of the things
that I don't like super love about the
plugin is that you do need to change
between the options. You either learn the shortcut, which is you can
see is the numbers, number one, and
then this is two. And then this is string. So if I press number
four, It's patches. Number three is a
stroke so you can press your numbers and you're going to switch between the tools. That's a quick way to do it. Knife is the only one
that's different. It's Control F5 or Control K, or just k as a knife. So that's the knife tool
which as you can imagine, allows us to cut the knife. We're not going to use this
one as much to be honest. Let me just go through
and like number we go Control C. There we go. And when you want to get out of this thing, you
just press Tab. If you press tab, which is the usual way in which we changed from edit
to object mode, is going to say, hey, you want to quit
renewable flow? Yes. And now, as you can see, we have our high poly mesh. This one right here,
the thyrocervical, and then we have our retail,
retail buffalo mesh. If you want to go back
into a tuple for, you, just select the object. Again. Just go read topo flow and just create new
targeted active. I'm sorry, no, I was
actually a mistake. Now to just go through this.
Let's just delete that one. You select the mesh that
you're working with. You go back to Edit Mode
and over Henry tuple flow, you just go to this option, you click this one right here. That jumps back into
Readtopia flow. It still keeps the old jaw line as as the main effects
are getting control. I can just keep on drawing my little
polygons right there. Okay, so we're going to
talk about the tools, some of these tools
on the next video. But this is the quick
setup that you need to do. Again, you need to go
to the GitHub section. So if you are here
and every topology, you download it for
free for students. And then you go here
to the releases. And under releases, you
just download the zip file and that's the cephalic
you're going to use instead of
Blender installed. And that's it. We're ready to use Readtopia
flow for ourselves. So hang on tight and I'll see
you back on the next video. Bye-bye.
8. Retopoflow Tools: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the RI tuple flow,
like main tools. And we're going to start with a brief typology of this jaw. So as I've mentioned earlier, once you select your high poly, you can click the little
option that we have over here. And that's gonna get you into the Readtopia flow interface. And we have all of
these guys right here. Now, some of these guys are a little bit
more specialized. For instance, the
contours tool is really good for
cylindrical forums, as it says right there, arms and legs is not really
going to be as useful. But the way it works is you
press Control and you draw a line across the object. And as you can see,
it creates loops. And once you continue
those loops, we're gonna get into those keys, 16 edges going around
the whole thing. So again, quite, quite handy, but not really for what
we want right here. Posters is really, really cool. Again, press Control. You can see that a very constant thing here
with rhetorical flow is that the control key is like the main activator
of these tools. You press control
and then you draw. And where do you draw
you create this strip. Then you can press Control, Shift and middle mouse and
you can just scroll and you can add or remove
certain elements. This is extremely
helpful because imagine inside of Maya having to draw squares around this place right here with the pollsters, We can just press Control, draw all the way up here. There we go. Look at that. We've got all of the basic like a sketching of the elements
that we might need. You also get this handles. They were kind of like
splines that will allow you to modify this things like
what I'm doing right here. And again, if you press shift
and middle mouse scroll, you can add or remove points. For instance, in this
case, let's keep it at eight strokes is very
similar to press Control. You draw one line and
actually you need to select the one edge first
and then you draw another line and it just
connects both elements. Again, you can press shift and middle mouse to add
or remove more stuff. Now why is this one
really helpful? One of the reasons why
this one is really helpful if you select
three of them, for instance, and you
draw, I create three. Look at that. Again. We just created
like an extrusion of the element in a really, really fast and simple way. I really like using that tool
for big patches of area. Patches, as the name implies. It's for like patches of
sections right now we're not going to use it as much because we will need to have a hole. But patches allows
you pretty much to bridge from one
point to the other. So just select one, so
like the other one. And then you bridge
remembered at any point, you can go here to documentation and you're gonna get a specific
things about the details. You can go to active tool. And it's going to
tell you exactly how in all of the
different shortcuts, if you're a shortcut
guy, these are really, really good to get to know the
torso a little bit better. You can, of course,
click on this element is I'm doing right
here and move them around. You can use a tweak. Tweak is really good
to kinda like a brush, like sculpting brush
that you can use to modify certain
things right here and just properly aligned all of the different elements
a little bit more. They go to Polypanel, just
one of my favorite ones. And you can click this edge
and just press control. And once you do two clicks,
you're gonna get this. Now, if you're not a fan of
this triangles right here, you can actually go to the
options over here to Polly pan and on the Insert mode right now this is
to try and quiet. You can change this
to quote only. So now when I press Control, I'm only going to be
drawing one square. And as you can see, it's a
really, really, really fast. So because instead
of having to do four clicks or anything, I could just start
drawing from here and plan my topology accordingly. Can click on an edge moving
around if you need to, while on the polygon, again, just press Control
and there we go. So as you can see here,
i'm, I'm building, I'm creating this main
section of the jaw. And it's rather simple. I don't think it requires
as much thinking now, one of the things
that I really want to encourage you guys is to
combine the tools I'm actually going to be exporting this things back to
Maya once we're done. And we probably are
going to do this moving. And the conforming
instead of maya Blender does have a nice like
shrink wrap thing. I think it's called, It's one of the
modifiers and it's good. It's not the greatest
I would say, and it's a little bit heavy compared to the conformed tool, but it's, so for instance, let's say we want to
create a border here. This is where the
strokes might be a really good option because we just select all of
these edges right here. And then control, and
I just draw a line, the back part of the element. And when I drop look at that, we get pretty much
all we need it. We did miss a couple right here, but we can do just control on the polypeptide and
bridge that right there. As you can see, this saves
quite a bit of time. Now we do have an extra border. If you have an extra border
that you don't want, we might need to double-click. Can press, are
gonna go to tweak. We're gonna go to tweak. And we are going to select
actually worse it loops. I really don't want that
edge loop right there. We're gonna have to eliminate
that one very quickly. And to do that, you're
going to press shift and double-click the
edge and then x, and we're going to
dissolve the edge. There we go. So by dissolving the edge, you delete the edge
and the vertices that make it up and
we're ready to go. Now here I want to teach you
a really interesting thing about the topology when
you get to a curved area. So you can see that we have
this little bone right here. Very, very important piece of
geometry. It's very round. So that means that
we probably need a little bit more geometry
that we might be used to. I'm gonna go to Poly
tool right there. We're going to extrude one. And then two and then three. And you can see that this guy
and this guy is two guys, they match pretty perfectly
and this guy as well, but we need a little
bit more resolution. So here's where
we're gonna be using some tricks for our resolution. I'm going to press X and delete that face or the salt that face. Just delete the
face. There we go. What I'm gonna do here is we're going to use again or poly pen. This one's gonna go in
a little bit like this. This one's gonna go in as well. Then we can grab this
two vertices and just merge them together. This one can go all
the way up here. Then from here, we're
going to create a new one. Okay, so as you can see,
we create a little bit of an interesting
connection right here, and this point right here, this is called a star. This, in this, in this case, this is a six-point star, which again is not
the end of the world, but usually you
want to try to keep them on the five because this is a stretching things
a little bit too much. How can we relax this? Well, of course, if we go,
for instance, the loop, so if we add one more line
here and one more line here, that's going to make
the relaxation process on this point a little
bit less intense. But so far what we want
to try and keep it, we don't want to have any
sort of angles, right? Well, I'll keep everything
quiet and the end triangles. So we go back to
polyprotein here. There we go. Loops as you just saw, that's
one of the other tools that we have here and inside
of our Readtopia flow. And it's really
good for inserting naturalists here all
the way over here, and all the way over
here. There we go. You can definitely see
here it's not really hugging the surface as
nicely as I would like. This is where the ellipse
tool is really helpful because we just again
press Control and click and it's immediately
going to adapt the surface. You can see that
we're not capturing this surfaces as nicely either. So another point, right, there might not be a bad idea. And then we can go finally
to this relaxed option and just modify this guy's
a little bit over here. It's good to tweak one. Pushing some of
this guy's on and off like that. There we go. Now, on this side,
we're going to be, we're going to have to
follow a little bit of the things that we did before. So I'm gonna go to Poly pen. I'm going to click outside as you can see what I
tried to draw there. It was actually following the last edge that I select it and that's not what I want. So I'm going to have
to go here and just click anywhere
outside of the mesh. And I should be able to draw my little
square right there. Can click outside Control. Click and draw my
little square outside. Control. Click and draw my
little square outside. There we go. Now from this guys, we're
gonna do a similar thing. Remember, we grabbed
the edge, we go out. We move this edge. Then we move it out. And then we just grab two of
these vertices and we get them close together in
a very similar way. How it works inside of Maya. When two vertex or when two points are really
close to each other, they will immediately snap. We also want to keep
following our rules. Remember, we have a middle
section or a middle line. So in here, I'm
going to try to be very careful to
keep a middle line. That middle line is
probably going to go all the way down here. Then we are missing
one face here. So from here, there we go. There we go. Perfect, right? We can, of course go
to our loop section at one loop right there to help with the overall
shape even there, I think this is really
intense on this area. So it might not be a bad idea to to start tweaking
things a little bit. Some of you might be
like, well, couldn't we work with symmetry as well? And the answer is
yes, we can actually work with symmetry over here. Well, the problem
is that we don't have symmetry right now, because all of this
is like really, really weirdly laid out. So to fix that, I'm
actually going to have to go outside of Readtopia floor. I'm going to hit Yes to confirm and edit mode for this thing. I'm going to press a slash to isolate this guy right here. I'm going to press number
one, actually number three, to go to a side view
and front view. I'm going to go to my edit mode. I'm going to grab all
of the vertices here. This guy and this guy,
and I'm going to press a scale on y is zero, so there are completely
flat on the y-axis. And then to make sure that
they're on the central line, I'm going to turn on my
little thing right here. You can turn on
absolute grid snap. I'm going to press G and the y. And that's going to make sure that they are exactly
what they're supposed to be. So again, S, y is
zero, then g y. And we're just going
to get them right. So that should be
the center line. Now, we need to mirror
this, of course. So I'm gonna go to my modifiers. You can see that we already have a mirror modifier by default, I'm just going to add a new one. Mirror modifier is gonna be on the z-axis or rather
on the y-axis. There we go. I do want to merge. This seems to be merging things, so I'm just going to hit Apply. There we go. Just to go on
quick test that I like to do. I'm just going to give it a subdivision surface as long as you get a soft transition here, that means that
both elements are indeed like on the
same, same mesh. And once we have this, we
can go back with tap to edit mode and just click this
little element right here. To go into Readtopia flow. There's no source detected. That's really weird. They deleted the source. There we go. There we go. We need to unhide
the source studied. Can see it. Okay. Yeah. This is unsafe file. That's the warning
that we're getting. And I hear very important, we need to go to Symmetry. We're going to see symmetry
is z2222 symmetry. Why? There we go? So now whatever we do here, we should get it
on the other side. There was a little bit of an
issue there. On my mirror. Sorry about that.
The mirror thing. Yeah, I think that's a
problem with my topology. Let's take a look very quickly. This sometimes
happen when you do the mirror or maybe because
of this mirror right here that she uses to bisect so that we
don't get this error. It's technically here
if you select one of these points and just
Aji like move it around. Get rid of this.
It should only be a single point to this. Jump back to the
tuple flow symmetry. Why? That's really weird. The thing, it's because of the things because
of the modifiers. It could be the mother
versus really weird. But anyway, I actually don't like working with mirror
as much to be honest, because of this sort
of things, especially here instead of a blender, sometimes you get
some weird like double transformations
like that one right there. So I'm just going to bisect and let's see if by applying it, we can recover this. Where is it? There we go. But isolated again. Because you get like
double transformers. Yeah. Are we getting it now? There we go. Okay. So I'm gonna go back
to number three. Sorry about all of this,
like back-and-forth. And we're just going to
delete this because again, I know that at any point I'm gonna be able to
recover this, right? So so we just need to delete all of these faces and continue
with our Rita pouch. So I'm going to stop the
video right here, guys. And in the next
one we're going to finish up the rate of biology. But hopefully with this
very brief introduction to the rhetorical flow tools, you guys are now a
little bit the leg, you understand why I'm
teaching you this. There are some
very, very fast and amazing tools that
will allow us to complete our challenge here of the topology in a super,
super efficient way. So hang on, and I'll see you back on the next one. Bye bye.
9. Jaw Retopology: Very well guys. So let's continue with their jewelry topology that
we have right here. As I did on the last video, I just did the other half. I'm just going to delete
these things right here. Get out of isolation mode, go into edit mode, and I'm going to click really
helpful to go back into our retail full flow
element right here. And it's just a
matter of continuing. I'm just going to continue
with my polygon and I should want to finish
the front section first. You can see how here it's
becoming a little bit too wide. So a very common thing
that we can do here is we can delete these faces. And then from here
continue for Worth. And then from here
continue downs like this. And we're going to get these
small little triangle here. That's fine. We can have a
triangle in this section, which is going to allow us
to keep our topology low, close to the teeth while
giving us enough geometry. So we can push this
into the lower border. Here. We go. This one continuous here. And here. There we go. Then this one right there. So as you can see, this
triangle right there helps or serves the function of splitting the topology and giving us more
resolution on the border. And we already know that when we smooth this and we
will smooth this, we will get the, the triangles are the
quads back. Here. We go back here, move this to the center line. And since we're already
doing the central line, Let's just keep pushing this weed control all the
way to the other side. So we know that this guy should eventually match that
guy right there. We've grabbed, this guy, will move it back. Let's only grab the edge. There we go. We just keep going back. So usually I like to have
at least two central lines. When doing this like
complex shapes. Sometimes it's not possible, but it helps to keep
things organized. And after dad, then a topology starts getting a
little bit more interesting. So for instance, again,
since this is not a vital part of the characters
now that's important. The topology that
we have here on the underside of the
jar and the backside of the gel won't be as critical as what we
have on the front. We're going to have a lot
of things like flowing in and out of the,
of the elements. For instance, right here. This guy of course
goes back here. We just follow the
edge pretty much. There we go. Let's just adjust this guy a
little bit right there. There we go. There we go. And we
just keep going here. This is a really,
really like Fine area, very tricky area because it's the thin part of the jaw line. I'm taking a little bit longer. You can see how precise
this tool can be. There we go. So now here again to say
believe of a bill of time Like, I know, like this for guys, it's very obvious that they
want to go all the way here. So we grab those four, we go to strokes and
we just draw one line. It's going to be right there. Now I can see we
have 12.3 over here, so I can bring this down
to three like this. And that should allow me to bridge things a
little bit faster. Now how can we bridge things? There's a couple
of ways actually, you can select both elements. You can see how we get
the number of elements. And then remember the patches
tool that we mentioned. There we go. We just use the Patch Tool. And here I can press again shift and middle mouse to
add one more division. And just hit enter.
And that's it. Now this point, let's go
back to like PolyPhen. We grabbed this point right there and we'll just
merchant there. And this one could eventually
be even like a triangle. That's fine. The only
problem is here, I'm going to have to go
back to try and quiet so I can find the
triangle there. Just hit enter. There we go. We got the backside
here of the jar. Pretty much, pretty much done. We can of course, push
some of these guys up. We are going to need
some of this resolution here for the t, we have this other
two teeth over here. So let's do that real
quick. Polyphen. We're gonna do 121212. There we go. Same deal here. One, careful with the
directions 1232323. Are there we go. We know
this guy right here. It's probably going to go there. This guy right here is
probably going to go there. And this can be
triangles. That's fine. No need to worry too much about the topology when
you can simplify things. So from here to here, from here to here,
got a triangle there. There's going to be a triangle,
we just need to fill it. For instance here,
I think we can definitely get away
with a triangle there. Let's move this back a little
bit and just follow the, follow the shapes that
we have right here. It's getting a little
bit dense here. I do think we need
it because we have a really intense changes wet. Just be careful not to add
more lines that you need because it's going
to of course make our topology quite, quite heavy. There we go. Now, to be honest, for
a piece like this, I'll probably do it in Maya. I feel like quadrats a
little bit more precise for, for like really weird looking organic
shapes like this one. But you can still do it here
instead of Blender, awesome. I'm doing it. So whichever one you
feel more comfortable with, it's perfectly fine here. We definitely need
one more division. So I'm gonna go
to loops and just add one division right there. Here, for instance, it might
not be a bad idea to go to our tweak option and just move things around a
little bit like this. Because you have 1234. So we can grab again
our stroke thing, select this or edges with Shift, and then just draw a
line on this side. Let's keep it to one section. That's it. As long as you know how to
move around the stores. The right topology process
should flow pretty naturally. You can see how
things are getting a little bit stretch right here, something that you
want to avoid. You don't want to have your
topology be stretched. So even if it means adding a
couple of extra divisions, that's some time
sometimes worth it compared to having a
really stretched geometry. So for instance here, I do think that a triangle is like it's fine because we're going to simplify all of the shapes
that we have over here. Even here, I think
we don't need as many triangle right
there is fine because we are going to be a little bit more resolution on this front fangs and not as
much in this case right here. We can start playing around
with this elements like this. Then here's just like a
flat surface because all of that information is going to
be caught in a flat surface. And I can see there's seems
to be a line right here. This is important.
This is where spirals tend to happen because you
see this line right here. And if we go to the other side, this line stops right here. So a very common mistake
is people are like, whoa, I don't want
to have a spiral. I'm just going to add
one that job right here. No, because if you
actually want that, if you add one edge right here, then things are not
going to match anymore. But what you can do
is you can go to the knife brush like this guy and just cut
right there in the middle. Like that. Now with
the poly-peptide, you should have to remember the stitching thing
that we did before. Pretty much the
same thing. We get this very nice soft effect. I still think this case
a little bit too much. So my just simplify there. And anytime you
see two triangles really close to each
other like this two guys, that usually means that you can simplify the topology
in other ways. However, in this
particular case, I think we're fine. Let's move to this to this
backside over here. Again. Same deal. Like I can see that
this guy right here, this guy right here,
it's telling me, Hey, you need like another division
there to fill this gap. But I'm not going to go in a
loop because if I do this, I'm going to create a weird
spiral going over here. So instead of doing that, I'm going to hide another like stitching thing right here. That way we can fill this
in and fill this in. And then just keep
going like this. Then from here it's gonna be a, a, a tension point. We're gonna go to the side. Hopefully all of this
is making sense. Now we'll have this one. I mean, with the pen
tool, to be honest, it's quite fast,
but you can go to the patches one as well. Here to here, from here, or from here too. Here. We go here to here, here, here, here. That's how we keep filling
in over here. Same deal. Like should we add
one more minute? Because we're going to
create this spiral. Can we have a
triangle right here? Yeah, why not? Just have
a triangle right there? Because again, it's
got to be smooth it out and it's going to hold all of that surface
very, very nicely. One of the things that
I'm trying to keep here kinda wanna have
a middle section. So this, this band right here that goes through the whole side of the element. I kinda want to see if I can
continue at all throughout. The element and merge it
with this one right here. See what I mean That way, if we want to use a UV, we can have the front
and the back part of this shape in a way
faster and faster way. Now we have all of this
intersection right here, fairly easy to flee, and this one's just from there to there to
there to there. We can just fill that
in, That's fine. That is square and
another square. See how everything just
falls into place. Over here. We might need to do a
little bit of a trick. I'm going to show you when
you have volumes like this, we have to do with the teeth. We need to create a little
bit of an edge loop. Because otherwise we're
not gonna be able to, to capture the vomer here. It's not even going
to be square. Like a capture is
gonna be like, again, octagonal thing or
something like that. See that? So we get this weird
shape right here. Then from here, you
can go up there. This one goes down.
That's a triangle again, this is going to be smoothed
out and we're gonna get a nice little cap right there. There's two other thing
we can combine there. Then we go from here to here. Careful here. This is another
very common pattern for, for BRI topology. You can see this big
area right here. First thing is we have like
a really weird section. So we're going to go
from here to here. It's going to be the first one. Then from here to here is
gonna be the second one. And this is gonna be
the third one that I like to call this the
chicken chicken foot because we have the
three divisions over there. And that's it. I'm just going to
press Shift or sorry, tap and then we're gonna
go out of retail before. Let's isolate this
for a brief moment. I'm gonna go to number three. We are using a mirror
function cube root for some reason it's not applying some just
going to use this, but I'm going to use
bisect, actually bisect on the c-axis. Flip. There we go. Is that
the one I'm going for? I'm not sure. Give me 1 s. So that's the mirror
and I'm merging. I think that should be it. I'm just going to hit Apply. We're not doing
any displacement, so that's fine. There we go. We need to fix. Of course this thing
is right here. I can see that some of the points are not actually going to where they're
supposed to go. So let's go back. I'm going to bring
this up to a 0.05. Let's see if that works. Since it's 0.00, 0.0, 055 is way too much. Yes. So 0.1. Better now it's a
little bit too much. 0.05, 008 enough, 0.01 when 03 seems to be
the secret one right there. There we go. So now
things are merged. We're going to apply this. I'm going to go to
object mode and apply. There we go. And now we need to just fix a couple of triangles disguise that we
have right here. Very easy way to do it is to go into edge mode,
which is number two. Press Alt and click. And there should be one
here that says feel where it said etch
or just press F. It's easier. Just f. F is the field as a
shortcut for fuel. And there we go. Now, I
do want to show you guys the option right here. So the easiest one is
just to use a surface. And as you can see,
that's going to give us the d smooth effect. But it's not conforming
to the surface, right? Like we're not really
following this thing. But what we can do here
is I can say Apply. I can select this
guy right here. Again, there's a file called
the shrink wrap modifier. And what this does is
if I select the target, which is the skull, is going to try to shrink wrap to the skull. Okay, now, if we turn this off, you can see it's trying its
best is actually not doing a bad job here
with the elements. So we can change
to nearest point. We can project, which
is not working really. Cool. We can do nearest vertex, I think nearest surface
points probably doing the best result. And look at how nice we
get all of the shapes. Now, once you're
happy with this, you could just apply right-click Shade Smooth to get a softer
version of the thing. This is what we would
normally use for our Bakes. And that just makes sure that all of the vertices and stuff
look as nice as possible. You can see there's a
little bit of a loss of symmetry on this particular area against not the
end of the world, as long as everything bakes
properly, we should be fine. But if you want to avoid this, we can definitely wait
until Maya to do so. The way we would
do this is we're just not used to
this guy right here. There we go. And let's hide
this one for a second. So grab this piece
right here that we just finished a
rate apologizing. And once we're happy with this, we just go File New Object
Mode, File export, FBX. We go to our project
here for assets. We topo. We're going to call this a jar. On the screen. I'm going to call this
underscore B, PRT, which is Blender read topo
and very important over here, just click selected objects. You don't want to,
you don't want to export everything else like
the cameras and the lights. You just want to export
the selected up. So I'm just going
to hit export FBX. And that's it. With this,
we can go back to Maya. We can get this ready and
we're gonna be good to go. So we're going to continue the tree topology process inside of Maya for the rest of the, of the, of the skull. And after that, I do want to show you why we're
doing all of this. We're gonna do a quick
UV and bakes test, which is going to encompass the complete like chapter one. And then we're
going to jump into all of the different
sections of our character. Again, I'm going to try to make this as interesting as possible, but I do warn you that the topology is not the
funniest thing in the world. It's very time-consuming, but again, we're going
to have a good time. So hang on tight.
Make sure to get to this point and I'll see
you back on the next one. Bye bye.
10. Skull Blades: Hey guys, welcome back to
our next part of our series. Today we're going
to continue with the skull blades and that
we're back here in Maya. We have our jaw. Again. If you are not
familiar with Blender and you don't want to go through the blender stuff, that's fine. You can do the exact same thing as you can see right here, which is the rate
topology inside of Maya. Now I am going to
smooth this out. I'm going to just
hit mesh and smooth. And then I'm gonna select this
guy going to live surface, select our low poly and just
do a very quick conform, which as you can see,
it's going to use a really, really nice detail. As you can see, we have a
little bit more geometry here on the front teeth, but I think it's worth it, especially because we have a really interesting
silhouette that we want to keep when the silhouette is push
really intensely. And we have a really
big difference between the low poly
and the high Pauline. That's when the bakes
look a little bit weird, especially if you get really
close to the character. So this one right here
works perfectly fine. Let's get rid of the
of the live surface. You can see this still
thyrocervical jaw. That's not the one
that we're gonna be using for the
bigs by the way, we've mentioned this before, but it is important that we keep the same naming convention
and this one right here. So this one's gonna be thymus is called jaw underscore low. We get this into our low poly
meshes, so that's hidden. And there we go. We can hide this one again. Now if we go here to the skull, we also have the blades, and that's what we're
gonna be doing today. So for the blades,
as you can see, the place, they lose
a lot of the detail. You get some really
weird normal maps and normal stuff looking there. And this is one of those
elements that you definitely, definitely want to do manually because it's
very difficult to hold this very tight edge on an object that's not
like manually done. We're also not really
going to be using the smoothing
method for this one because It's a relatively
simple objects. So the way this
works is as follows. We're just going to allow
surfaces, of course. And I'm going to start
right here on this corner. And what I'm gonna do is
I'm going to capture, I'm going to try to capture the topology of this object
as closely as possible. See how those two or three edges that should be more
than enough to hold this really nice sharp
edge on the top part of the object we read
don't need anything more. So that's why we're
not going to be using the smoothing
option for this one. And if you remember from the last course when we were doing the sculpting
of this guys, I actually was mentioning
that it's really important to try to avoid having
super flat surfaces. That's why this
blade right here, even though it's a sharp blade, is not as sharp as
like a racer, right? It's not a race or sharp. This is important because
for the baking stuff, ie, we will make sure that we
bake everything properly. And when you have
things that are super, super thin, it makes it really difficult
here, for instance, on the temperature,
if I need to, I'll rather have a couple
of more like edges. Like here, like an extra
little edge right there to hold the curvature a little
bit better than adding, again the subdivision
for the whole thing. Now here, since it's
really straight, we can again simplify and have went
weightless geometry than what you might expect. Because it's an area
that's really straight. Again, usually three is more
than enough for interpreter. And I do believe
that by doing this, even adding an extra one, right, there should be
fine by doing this, not only are we optimizing
things a little bit better, we're also making a
lot faster or a lot easier for the UV section
of the whole thing. Because we're going to
have one central line is gonna be able to
capture everything. Now, here, again, we can use
a little bit of her tricks. We can minimize
this are converted this entry triangle so that we just push this back like so. And that way again, we're
not adding extra geometry. Same thing here, like a
triangle right there. It's not bad. Even a triangle here
might not be a bad idea because on the backside
of this blade thing, it's pretty flat, right? That's pretty, pretty, pretty flat. Same thing here again. Remember how I mentioned that the sculpture or the
model will talk to you. It's not that they
all talk to us, right? Like we're not crazy. But you will see how things
are flowing and it's gonna be fairly easy to identify where you might need
certain triangles or not. For instance, here, I can see that this is going to
get a little bit tricky. So to save myself
a lot of headache, a triangle there at the end should cover most of
that. There we go. Now on the center here I do
want to have a central line. We've been mentioning this quite heavily in the past like pieces. So I don't want a central
line right there. And we're gonna go on
this side now this is not gonna be asymmetrical
central line, okay? Like we're not gonna be able
to select it and mirror it because the object is
slanted, it's at an angle. We will need to go back to see versions if we have any sort of save or something for
the, for the object. Now, here is where things
can get a little bit tricky. This big hit that
we have right here, we do need to address it. We can't just leave it there and hope for the
best and the base. So since that hit rate, they're really changes
the slit quite a bit, it is important that we again, we conform to it. I'm going to use a square right there and a triangle right here. And maybe even a couple
of triangles right here. As you can see right there. To capture that change in sweat like that bevel
that we have right here. Maybe you've been here and the
final triangle right here. And hopefully we should be
able to keep or maintain, or yeah, kinda like push
a middle line right here, three triangle there and there. So we have one line. It might not be a
quick selection, but we have one line that
goes across the whole thing. And that way we can just
continue with the element. When talking about Topology, you're going to hear so
many different things. I've had the discussions
and debates with students who have learned topology
from other sources. In my experience,
I've been doing this for ten years and
in my experience, the most important thing
about topology is that you capture the silhouette as what we're doing right here. And it's easy to read, like as long as it flows nicely, it's fine like you're
not going to get a client or you're
not gonna be in a project where
they're gonna be like, Hey, that topology
that you have socks and it's breaking the whole
game, that doesn't happen. It's not the, That's not
the way that it works. So for instance here,
two triangles there, that's perfectly
fine because it's a flat surface is flat area, so they're not
gonna be modified. Also, as we've mentioned before, if the object is not
going to be animated, if it's not going to
deform, then again, it doesn't really
matter how we addressed the topology because we're not going to see it or
it's not going to bend. It's just gonna be a simple, like a solid object. Now on the underside here. Again, a couple of
triangles here to, to keep our central
line should be fine. There we go. And then just too big squares
right here. There we go. So with that, we're
pretty much done with this side of the blade, as
you can see right there. Important thing, one
of the important things that we're gonna
do is we're going to say Mesh display
in Software nach, it might look a
little bit weird, but that's fine because
again, the normal map, we'll make sure to
capture all of the, all of the information into
this, into this acids. I'm gonna get rid of
this guy for a second. And I'm going to Shift
right-click mirror z, negative heat apply, not bounding box
though we're gonna go, make sure to go object so that
it goes to the other side. And that should be yet we
select this guy again, we go back to live surface. And now very important to
actually select this guy. That's the one that goes
into light surface. And we need to make
sure because we did this like a big hit. Remember, on this
side right here. And we might not have
it on this other. It might be slightly different. You can see it's a
slightly different. I'm just going to
recycle the points. We can even like relax
them a little bit. Because we want these things to be following the silhouette
as close as possible. You can see how this
heat right there. And sometimes if it's
not possible to fix it, it might be even better
to just rebuild it. So I'm just going to delete
some of the faces here, which is where the
word that big hit is. You can see the change in
silhouette right there. This one I think we can get
away with. There we go. We go here, triangle straight to avoid the triangles for
now, There we go. Here we definitely
need a triangle. Or maybe not, maybe
when that weird square. And then here it's going to
extrude this line right here. And that's where
we're gonna have the triangle on this
area right here. Hold. I'm already seeing
that that's gonna be a little bit problematic. This is where I might add
one extra line right there, just to hold this thing
a little bit better. And as you can see, dislike follows the shape a
little bit closer. Again, very careful not to
destroy any other things. So for instance here, I'm going to push this
closer to the edge. For that one. This one definitely needs to. The gentleman there. So whenever you see like floating pieces or
stuff like that, those are the things
that you definitely want to fix. Incorrect. But that looks to
me perfectly fine. Again, do not and I repeat, do not smooth this. We can of course go into mesh display and
soften the edge again. Clean edges right there. Do not smooth is because when
we smooth, the problem is, even if we tried to confirm, I'm going to show you
We mesh and smooth. Yes, we get a lot of geometry
when we conform the edge, as you can see,
it's not as sharp. We're gonna get some areas
where the edge won't look as sharp and that's
not really what we want. We also get like really
quite high topology. And for a piece like this, we really don't need this much. So yeah, that's pretty much it. Let's hide the blades. This guy's one. Let's grab the name
of the blades. Control C, control
V, underscore low. And we hide them right here. You can see little by little, we're, we're building
this whole thing. So the skull, which is an important asset,
will have a law, the geometry, because it needs
to have all of the detail. This guy, which are just like metal blades and we
can get away with a lot of texture work
shouldn't have as much detail. Right now. We're only at 88000 triangles
for both elements. That's a really good number. I'm guessing that the whole like sculpting probably
going to be at 12, maybe 15 triangles, which is a good number for such an important part
for the character. So, yeah, that's it
for this one guys, I'm gonna stop the video and in the next
one we're going to continue with the
armor down here.
11. Skull Armor: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the skull armor, which is the lower
section that we have. Lem me look for it. It's due lower armor. There we go. It's this section right
here which is supposed to be metal and is going to
be hinging from the top. Now, this is one of
those pieces that I might even consider re, like modeling from scratch. I'm not sure what this
whole sorry, right there. Those are actually like
dangerous because they could create like some weird
baking issues later on. I'm not sure why they're
there to be honest, but we can just like
modify them slightly. So easiest way to modify this, I'm not gonna do it
on this one actually. I'm going to do them that
on the final high-quality, but we can just grab
the phases here. Press B, which is
self-selection, and then just like move
them out a little bit. Because the thing that
you will don't want is you don't want to face
this to be really close together
because that's when you get some issues
with the pigs. But the read
topologies is gonna be pretty much straightforward. So I'm gonna grab this guy, make a life, go into quadrant. And now let's turn on
the symmetry world, a Z. There we go, so that we can
create this guys right here. They don't snap though. So one thing I
don't like, I mean, it's not that big a deal. We can just snap them later on. There we go. I'm like that. Let's get rid of it. Sorry. Let's just do it manually
and we'll just do it again. So the main thing here is
this little shelf, right? Like this extrusion that
we have on the armor. So we definitely want to capture that extraction right there. And we want the flow
of the topology to follow the shape of
this blade armor. So as you can see, we're just going to start
like creating this big lines all
the way to the top. This little guy is
going to be important. I'll talk about in a second. Let's just continue
here now you can see how this like again, metal bit is very important
for the silhouette. So that's one of the
things that we definitely, definitely want to capture. I'm going to delete that one, so that's a little bit easier. There we go. And as we go closer, get closer to the little knob right here you can
see this thing kind of like disappears. Very important to push the edge. So we go as close to the
silhouette as possible, just going to help to Bakes and give us a cleaner topology. Now we can count,
we can be lucky. Okay, that's 12. Let's just add one more line there
to keep it simple. And then we go in here. We're going to have
a triangle, right? Because this thing
is going to bleed, bleeding, or blend in to
this part right there. We might need another triangle
right here. That's fine. To hold that little
corner over there. And then again, to
keep it simple, we're just going to go all
the way to the next edge, which is that one right there. This is one of the main
things that you're gonna be facing when
you're in production. Sometimes you're not going
to have a poly budget. For cinematics and stuff like that. You can go quite high. And sometimes you
are going to need to have a lower amount of triangles and an elements depending on the type
of situation you're in. You can be super optimized. Like if I had to
super optimizes, it will be just like one
big square right here. But since we are allowing
ourselves to have a little bit more resolution,
then this is fine. See how the curvature here, we're having a little
bit of an issue, but I don't want the line to
go all the way over there. I don't think we need it. Mean it helps, of course, but I don't think
we need it and it's going to cause a little
bit more issues. I'm just going to do
one line right there. And then we're going to use the triangle technique
here like that. So we're going to have
this triangle that helps us with the
curvature over here, but doesn't really affect us
on a curvature down here. Then we're just going
to keep going here. And we're just going to have
our center line right there. And technically, if we
have the same amount of like edges on both sides, the typology here should
be fairly fairly uniform. So we just need to
go to each one. Probably like move them a
little bit right there. But the numbers
should be the same. Let's see if we actually
have the same number or not. There we go. Again, I'm not too worried about this piece right here
because it's a solid piece. It's not going to the form,
it's not going to bend. It's just gonna be a solid
piece that bounces around or moves around when the
character most around, I am seeing a little
bit of stretching. And stretching is going on here. You can see how, how
this played right here. It's going to create the actual
work, creating a spiral. Look at that. That's the problem
with the spiral. So let's fix that
because that's a, That's a totally no, no. So that one's fine. This is where this
wireless is starting, so we need to fix it. And the reason why the spiral is starting is because we have
that triangle right there. So we have that
triangle right there. We should try to have a
triangle back here as well. I was a big problem. Good things that we know this, that before it generated any
other issues because again, we just want simple, clean like flows
here and a bulge. There we go. I can even see how this
is like staying a lot, lot cleaner than what we
had on the previous one. So that's a good sign. I personally do like doing the topology when I was
a student, I hated it. But once you're in the industry and you're being paid for it, It's part of the job, right. So if you take like 10 h to do are there any
topology for a whole character, they still have to pay
you, so it doesn't, it doesn't hurt as much, but you need to
learn how to do it properly because
that's one of the, one of the main issues
that I have with my artists right
here is when I tell them to do or typology for
certain characters are assets, they will do really, really horrible tree
topology that'll just like draw triangles and quads everywhere without
the, a second thought. And that's not what we want here to divulge is going
to get a little bit crazy. So just try to look at
what I'm doing here. I'm adding one triangle
there to relax that square because
I don't want to stress that square that much. It's gonna be a simple square and then another
square right there. Okay? So we use that
little trick right there to relax the
topology so that we don't have to do any crazy
stuff up here, up here. Just keep going on
the border here. Over here that sir, like our symmetry lines, not really a symmetry line, but we're going to have some
sort of symmetry line here. We might add another
division so we can get that guy right there. Maybe even one more here. To capture this
part right there. Let's extrude this. There we go. And we finished with
that one. There we go. Now you can see here that we're not really hugging
the surface as much. So we definitely need to push this to the outer edge
a little bit more. Not too worried about this part because
it's quite hidden. It's under the hinge
of the whole thing. Now, for this one,
remember I mentioned that we're going to talk
about this one. We're going to use the exact
same trick that we use for the skull when we
wanted to create a loop. We're going to create this
model lobe right here. This technique, the
looping colleague, the looping technique is super, super important because
it's going to make our lives so much easier on the, on the UVs, on the
texturing everywhere. Let's just extrude this
to the other side. There we go. Now here I think we could benefit from one extra
line right here. Just so we have like a, like a round or base, even if we have to move the points here a little bit more. Move this one right there, and this one up
here, there we go. And now we're going to go up. We go, we're going to
add 1.2 divisions, so we get a nice round. The effect that cap over here. We're actually not going to add more divisions that will
be a little bit too much. It's a very simple like cap. You can of course add it, but the easiest one is
to just grab this edge, just go back into Draw mode. Grab this edge, say
mesh, feel whole. Grabbed this new face
that's been created. And just say Edit Mesh Polk. It's pretty much like with a
cylinder, what it's doing, it's it's creating a Cadbury there and then we
can smooth this out. And that's it. It's gonna be a
little bit stressed. But again, we want to keep
this things low poly. The big question
is, are we going to smooth this piece or not? And I don't think
we need to, again, keeping things not smooth
or nuts moving everything, especially for like
metal beads like this, really helps sell the fact that it's a metal bit because
when you smooth things, it tends to soften the edges
a little bit too much. We also want to keep
the geometry low. So I think this is a good idea. We're going to delete this, snap this to the center with X. And we're of course
going to say mirror z, negative merge borders
and everything. And this is what we should have. If we take a look at the armor, we should be covering
the main armor. That that to me it looks good. Again, we could smooth it. Definitely like
there's no issues with smoothing this thing. But again, let's just do a quick test and
see how this looks. I'm just going to
say mesh smooth. You can see we lose a lot of
the sharpness on the thing. And even if we do that conform, sometimes you don't get it back. Let's see, in this case, not that bath, not
that bad actually. It is quite heavy,
as you can see, 2000 triangles for just a
single like metal bit here. I think it's a
little bit too much. We can of course reduce it, but I rather just keep it
without the smoothing. Again, once we do the base, if we see that we might benefit from the smoothing,
we can add it. But so far I think we're
in a good position. Let's hide this thing. Let's rename this
underscore low. Renaming things at this point is way easier than waiting
until the very end. So I strongly recommend
as soon as you finish like Rita
apologizing One of them, just, just rename it. We are going to do
the software niche. Very important. Yes, we're
gonna get some weird like black lines every like
in certain points. But it's not a big
deal. And look at that. Not freaking Beth. Cool. So now we're just missing
the teeth for the disco. I'm going to do the teeth
and then I'm going to show you the last part that
I want to talk about, which is a UVs and base. And we're gonna do a big test to finish this first chapter, just so that we understand how the whole process is
going to work. Okay? And after that, we're going
to jump onto the character, the different prompts,
assets and things. Of course, there's comedy
show you some tricks to keep things a lot simpler or, or make them a lot easier. But yeah, that's
pretty much it, guys. I'll see you back
on the next video. Bye bye.
12. Skull Teeth: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with this gold teeth. And the teeth are
rather interesting, if I may say so myself. So the thing with the teeth is that there's a lot of them. They are very organic and
they're not as important. Maybe this is not the
right word to say it, but they're not as important as the skull right
there, just teeth. So there's a couple
of ways to do it. We could manually
reach apologize teeth, or we could use automatic techniques and
tricks to do the job. I think for this
particular ones are doing the automatic one might
be the best idea. So I'm going to grab
the first one that the top teeth here and we're going to use our rate, apologize. So here inside of Maya, I
want to keep the original. And I think for the whole thing, like 2020 triangles
or maybe even like 50 triangles for
each t is not a bad idea. So we have 1234567, that's 14, 700 for the upper teeth is
probably a good number. Let's give it a shot and
see how, what we get. And We're gonna get a it's going to push
them up for some reason. Well, it's not for some reason. I know why it's doing
it just because there's a previous element. But yeah, look at
that, like that to me, looks pretty, pretty good. We might have some
edges or some spirals, doesn't seem like it right here. It is respecting each individual
teeth as you can see it. For instance, this t right here, this one might need
an extra division. This is where I wouldn't
manually go and probably like add one
division right there. Same for this one right here, just to give you
a sharper effect. Even if that increases
the whole thing. Because this one's
looked really good, but this one's look
a little bit low. Or we could just go back. Let's go back to disguise and give them
a little bit more. Let's say a rate, apologize, Give me 1,000 points
and hit Apply. And as you can see that that gives us a sharper,
sharper teeth. And the better effect. Now, of course, this
guy is zero this out so that they jump back to the original
position of the lower teeth. As you can see,
they were hidden. We can remove this name. We don't need the
underscore original. Actually on this guy's first, we need to add the
underscore low. And then on this one we just
add the underscore origin. And then we can
compare. We can see how close we are to deal right now. I think we're really,
really close. But I think a conformed
could really help. It's gonna be a little
bit tricky on this once, but let's see how it works. So I'm gonna grab this
guy and then grab this guy and just
say mesh conform. Didn't break it. So I'm happy. And as you can see, we get some really nice quick
teeth. Rich apologized. And we're ready to move
on to the next one. So we're gonna grab
this guy right here. We're going to do the same
thing. Mesh topologies, 1,000 Faces is fine. Hit Apply. We can get this guy, so let's
just zero the transforms. Here we go. Let's
unhide these guys. Well, let's rename this
guy's to underscore. Underscore low, then rename
this one to lower teeth. So if we take a look at
this guy's not bad either, should, pretty **** good. Which can grab this guy's mesh. And let's get rid of this guy's like this guy's make
them live like the low poly. And we're just gonna do
another conform to help get a closer sharper effect
to the whole thing. Let's hide this guys
and look at that. Like those guys out
a little bit high. There are actually quite
high for this one's further, I'm not complaining
to be honest. They are holding things quite
nicely and the whole thing, as I've mentioned,
we're 13,000 triangles. So I think we're fine. Again, if we need to reduce
polygons later on, I'll show you how to
reduce some polygons. We can delete some
edge loops and stuff. Even after texturing, I
usually prefer to have a good enough texture
or I can have enough geometry when doing this to get the best
possible result. So that's it. We just grab these two guys
and bring them down here. And we're pretty much
finished with our skull. So in the next video, guys, I'm gonna guide you through the basic UB and bakes
process that I do. This is not gonna be
the final texture. This is not gonna be the
final Bakes and stuff. I just want to show
you like the de, degenerative process and I'm actually not going
to UB everything. I'm just going to
show you my basic UB process and we're gonna do a basic UV test just to
let you see that all of these things that we're
doing are actually going to work later on. So yeah, that's
pretty much it, guys. I'll see you back
on the next video. Bye bye.
13. Uvs and Bakes: Very well guys were rubbing at this final
part of the chapter. And again, this is just a kind of like a sneak peek
of what we're going to be eventually doing for
every single thing for this character, right? And that is the UVs
and the texture. So I'm going to grab these
two pieces right here, the blades and the head, because they both exemplify the hard surface stuff and the organic stuff of character. I'm going to show you
the process that we're gonna be following
when doing UVs. Don't worry, we'll repeat this
again or at least briefly once we get to the final
texturing and packaging things. But that's just gonna give
you a very basic overview. So the way I do
UVs is as follows. I like to select my objects and go to UV and I delete the UV's. That's to make sure that
we don't have anything. We're starting from
a fresh perspective. Once we have that, I'm going
to select every object, in this case these two objects. And we're gonna go to UV, planar mapping, and I'm going to use a camera based projection. You can also use the UV
camera based mapping. Both of them work
exactly the same. And what this will do is they will pretty
much take a picture of the object in whatever
view you are having. So as you can see, this
kind of like a side view. If I were to move my
camera like this and they do the same thing,
UV camera base. You're going to see that
this is a little bit more to the trader, to a front view. And the cool thing about
this is that they will not create seams, as
you can see right here. None of the faces have
any seams to them. They're like perfectly closed. And this is really, really helpful because it
will allow us to create our seams without having to
worry about extra seems. So I'm going to grab
these two guys first. And once we have the UV, we can decide where
we want the seams. Usually you want the seams in the places that the
list of visible. So in this case I'm going to say uv 3D codons. So UB tool. And I'm going to cut
the lower portion here, this back part like
this on both sides. Then since this is the
part that's on the back, one of the easiest ways for
displays will be to have both halves, this
line right here. Then in this case
we're going to have to follow this line. And there we go. That's gonna be one side of the blade
and the other one. Why? Because at
the edge it's very easy to hide with like damage and just like a metal
edge wear and stuff like that. Same thing over here. I'm just going to
double-click the edge and then just follow the line that closely are the most closely resembles the middle
section. There we go. If we go to the UV editor and
we do select this to UVs, we can press Control U, which
is the unfolds circuit. And we're going to
have this, okay, so that will be
the first part we unfold with the site
where the cuts are gonna be and we unfold for an object like that
one as you just saw, that will be like the way
I would normally do it. For this one though. This one is a little
bit more complex and it might seem like it's gonna be a little bit
more difficult to find where to place our cuts, but it's actually easier
because we have or we create a very clean read topology when we were
building this thing. So I'm gonna go uv 3D cut. And the first thing I'm gonna
do is I'm going to cut in the center of the
circle right there. Here. It might not be
a bad idea to use. World's see, that we do it on both sides at the same time
as you can see right there. Now, on this side, it seems like we
have this thing. That's weird. For some reason. If for some reason
it doesn't complete, we just completed
and that's fine. So we have both circles. That's important
because anytime you have an object that
has a hole in it, you need to cut the
hole, otherwise, it will try to unfold
through that hole in it. It's just a mess. We're also going to
go to the horns. We are going to help
the horns by going to the base of the low like
sectioning that we did. That one right
there in this case. And this one right here. And then the horns, there's a couple of ways to do it and we can cut them in half, or we can just do one line
that goes through the back. One line through the
back in this case is perfectly fine for
this one though. One line through the
center is fine as well. Don't worry about
the seam lines. Once we hit the texturing part, I'm going to show you how
to hide certain siblings. Some people might be
tempted to just like pressing Control
here to delete one. That's fine. We can also leave
just one line right there. Now that we have this, we need to cut here and here to separate the front part of the masker of the skull
from the back part. I'm gonna go to this
line right here. And it's just a matter of following your intuition
or where to cut it. So all this line right here, this guy right there,
this guy right there. See how we're dividing
this back part of the skull from
the front part. We just follow this line against the border
line. That's fine. And then from here, instead
of going to the front, which is going to make it
a little bit more obvious. I'm actually going to go
to the back like this. We have the middle line
going through the teeth. That's a perfect place to cut. And then it's just
a matter of like combining these two lines
right here, like that. So as you can see, we have successfully we have
successfully the splitted, the back part of the skull. All of this section is the
back part of the skull. All of this section
is the front part of the skull and the little horns. I can see that there are
a couple of areas that the symmetry is not
obeying for some reason. So let's just do a quick
view over everything. Make sure that we're
selecting things. There we go. Now, some people like to split the sockets and the
nose because they, they create a lot
of negative volume. They go in and when
the unfolding, it doesn't give you the cleanest
effects, we can do that. We can just cut right
there and cut right there. And see how easy it is
to generate this color. I'm actually going to
go one or one line closer to the edge, see how easy it is
to select things. And it's easy to select
because we were really careful of creating a really
clean topology when doing the rate of budget. This is why automatically
topology is not always the best solution
because it will make UVs and texturing
way, way, way harder. Yes, you invest a
little bit more time on the rate of biology
when doing this, but you get a super clean result as what you're
seeing right here. Now let's take a
look at the UVs. I'm gonna go UV editor, select the shell and
press Control U. And there we go, look at
this front side of the mask, backside of the mask eyes. Okay. This is the eye, nose
and the tree horns. So we got everything
that we want. This is looking exactly
as what we want. Now we need to prepare
this for the base, that's the UV process. Now we're going to prepare
this with the base. And to prepare this,
we're going to select both objects and we want to use something
called the layout tool. The layout tool will
lay this elements in inside of the
one-to-one space, which is what we're
gonna be using. So I'm going to select this UVs and I'm just going to press Control L. Control
L is a shortcut. We'll talk a little
bit more about the layout tool as we get closer to the final
UB packaging. But right now, this
works perfectly fine. So that's it. We are ready to bring
this into substance and see whether or not our objects are working
the way we want. So what I'm gonna do
here is first of all, I'm going to delete the history. I'm going to select
those two objects. I'm going to assign
the Lambert one. Very important that right now every single piece of the object has the
exact same material. So in this case Lambert
one File Export Selection. I'm going to go to Assets. I'm going to create a new
folder just called this test, because we're going to
delete this one later on. It's really weird. Did I already had
the test folder? Oh, I really had
to tasteful. Okay. So there we go. So
yeah, that's fine. We'll just call this
virus is called top FBX and we're just
exporting the selection, so we'll just export and hit. Okay, there we go. Now we need to export
the high poly. So we need to export the
thyroid is called tub, and thyroid is called blades. But this is a very
important thing here. We're going to add the
underscore high and the underscore high like
suffix to these guys, we select both File
Export Selection. I'll, I'll explain
why as soon as we get into Substance Painter
in just a second, this is going to be called high. There we go. So let's jump
into substance picture. Again. This is just a very basic test. I just want to show you how
all of this comes together and how we finish this portion
that the reason we're, we're worrying so much
about literary typology. So we're going to say file
new for K is fine for now. Let's go to our project. We go, oh, here, here. No, sorry, that was the, that was the old project is the textures that we
go here, here tests. We grabbed not the high, we grabbed the low, we hit open. Very common misconception that people have is that they think that they also need to get
the UVs for the high poly, you don't need UVs
on the hyperlink. Like there's absolutely
no need to have them because the high poly will only provide the information
to this guy right here. So now we're gonna
go to texture said settings and we're going
to say bake mesh maps. Then I'm going to show
you the difference of what happens when we
bake the maps just normally and when
we bake them with the little names that we change. So right now, when I input the high poly here on substance, the texts, it's going to extract the normal map DID the ambient occlusion
all of this information. And I can just keep bake. And if things work the way
I'm expecting them to work, as you can see right here, we're going to get exactly
what we want. Now, pay close attention
to the ambient occlusion. If you didn't catch
it, don't worry. I'm going to show
you here real quick. So right now what happened
is when we did the bakes, the normal map of a disco got baked onto the textures of
the blade. You can see them. Let me see if I can get inside. A little bit difficult to see. Actually, I'm not sure
whether I'm having this. When I'm doing this, it's
easier if I just show you here. So if I press F1, I'm going to see the 3D view. And the view one is the
shortcut to see both of them. And if I press the letter C, I'm gonna be able to jump
to the different channels. And we can jump to this channel, the normal height mesh channel. Now, if we get closer, as you can see to the blades, you can see that there's
this very ugly line. So if at any point in
the production I want to take the plates out or I want
to move them or something, this line would be visible and that's something
that we don't want. So also here you can
see how the blade is baking onto the skull as well, especially
here on the eyes. Look at this, we get
this very sharp line and that's not what we
want on the normal map. We might want that on the
ambient occlusion map. Let me see if we can
see it here now we can, we might want that on
the cushion because we want a little bit of the shadow but not under normal maps. So to avoid that contamination
of the normal map, that's why we changed the
names to underscore low and underscore high because we
can go to the big mesh maps. And down here on
the normal section, we can change the match
option to buy mesh name. And by doing this,
what's going to happen is we're going to look
for the underscore low and the underscore
high and will only bake each section to its
corresponding piece. So again, take a look at
the information here, and once I beg that the
information is going to be gone. So no more dirty information
there. We have other issues. See those little things
that we have right there. I'll explain how to solve
those in just a second. But now we don't have the
issue of the normal map. The normal map is completely
clean in both the blades and the skull while
still maintaining over here all of
the proper base. Now, these are not
the final bakes. Again, we're going
to use cleaner bakes because there's
look very blurry. This is a very decimated mesh. But now, how do we fix those issues that
you just saw there? Well, that happens. Let me go into paint real quick. That happens when you have
a detail on the high poly, a really intense detail. And then the low poly, which we did something like
this when the distance from the low poly to the detail
of the high poly is too big. It won't find it okay? Because what happens
when we bake is a, we should raise
from the surface of the low poly and we look for information
on the high poly. Sometimes you'll find
the information very quickly and we transfer that information into
the texture map. But sometimes if the, if the depth of the scan is not as deep enough or if
the low poly is really, really high or really far
away from the low poly, you won't find anything and that's when you
get those errors. We can very easily
fix that by changing the max frontal distance
and the maximum distance. I'm just going to increase
this a little bit, not too much, just a little bit. Probably double
the amount because our Rita budget was really
close to the surface. It's just this
little bit of extra, extra push that we
need right here. And that's it. We just bake. And that was you can see, we're not gonna get any
weird like empty areas, not under normal map or
in the NBA Lucretia, like we're not gonna
get anything anywhere. And as you can see, our banks
are working perfectly fine. So this is what we're eventually going to
be seeing in game. And just because they
wanted you guys to get a little bit excited
about the whole process. Let's throw in a very
quick like bone material. Look at that. Very, very cool. This is not the way we're
going to texture. Don't worry, I'm just gonna, I'm just giving you a quick example. Let's throw in like a
steel roof material. Let's add the material
to disguise right here. There we go. And let's just throw in
a quick rust material. Let's add a black mask
and let's add a very quick like dirt generator. There we go. So as you can see,
by just adding this very transient bilayers
took me 30 s to do that. We already have an acid that looks really,
really interesting. Remembered that I mentioned that it was going
to show you how to fix these guys right
here. Very easily fixed. You just go to the
object that you are the layer that's
causing the issue. And you change the projection
from UV projection to try planner projection
and look at that. Now it's pretty much impossible
to know this the same. It's, it's, it's
pretty much gone. And yes, we get the different
distribution of the effect, whether it works very nicely. This one of course,
we can change this to like an overlay. We can decrease the intensity. But look at how nice
this piece looks. Again, we're not, we
haven't done any sort of like a texturing
work or anything. And just by having proper bakes, proper topology purpose of
what we're getting is a very, very cool looking at it. So this is what we're gonna
be doing guys, with this. The next chapter
is Chapter 2345. We're gonna be focusing on specific parts of the character. And we're going to
study and explain. I'm going to explain why we
do certain topology tracks and movements to make sure that we get the best possible result. We already have the scroll rarely the teeth and
everything else. So we're just going to
keep moving from there. Hang on tight and
I'll see you back on the next chapter. Bye bye.
14. Face Retopology: Hey guys, welcome back
to our next chapter. Today we're going to start
with the topology of the body. This whole chapter is
going to be dedicated to the topology of the main
body that we have here. But before we get there, I
just wanted to give you guys a quick little explanation of why words biting
things the way we are. If we take a look at
the whole character to character as a whole, we're going to have to
decide which parts of the character are
going to be baked in. There gonna be a single
tree topology mesh in which parts of
the characters are going to be separate meshes. A very common misconception
that every single character should be like one single
mesh and that's not true. You can have multiple measures making up one single object. Usually we do combine everything into a single
object at the end, but it can be made out
of different meshes. And the reason why that is important is especially
for deformation. So imagine we wanted to form this chest of belts right here. It's a lot easier to
have the chest bills be their own objects
in case we want to have a version of the character
without the chest bills, for instance, and
then the rest of the character as a
separate object. This guy's, for instance, same deal like it's easier to have them as separate objects and
then bake everything in one. We need to this bandages though, when we go into the
bandages and the hands, this might be a good idea to have not a separate bandages, but this is a single element, will have to decide the ones we get there and I'll
explain the reasons. But if we take a look again at all of the different pieces, we're gonna be like
combining a lot of them into, into
single meshes. So the first mesh that
we're going to start with, the first and one of the
most important ones, of course, is the character,
the main character. So right here, this is the
body that we're gonna do. I'm gonna go down here to the
right. Apologize measures. I'm just going to press
H to hide them so we are not contaminated by that. And as you can see, it's
quite a heavy mesh. It's almost like 2
million polygons. So we could even bring this down even further
with estimation, but this should be
more than enough. One important note
here that I want to mention is the fact
that the mouth is opened in the last course
and the high-quality course, I explained how to open the mouth and the
importance of doing so. One of the main things is the distance that
we have right here. If the mouth is closed, when you beg the normal maps, you're going to
bake these things into each other and
that's not what we want. So by opening the mouth slightly like what
we have right here, this should give us a really
nice way to work with. So when talking about the body, I like to think about
this as modules. And we have four main modules. We have a D phase module. We go the face module,
the chest module. Okay? And then the arms March, of course, the back Marshall. So those are usually
the moles and we're going to start
with the face, then we're going to
jump onto the chest and at the end we're
going to do the arms. Let's just leave this blue
pencil and there we go. So the way we're
going to work is very much the same way we've
been working on the skull. We're just going to
select the object. We're going to make
it live surface and we're going to start
our drawing elements. You can do this with symmetry. The character is pretty
much symmetrical. This is actually a very
interesting consideration. If you see this character, you can see that
the tattoo right here, some of the scars, it might seem like the
character is asymmetrically, but it has different
scars in here. But generally speaking, if we see the silhouette
of the character, the silhouette is
very symmetrical. So even if this thing is a
little bit asymmetrical, that's fine because at
the end we're going to use the conform and they will conform to both sides
as closely as possible. Okay, So now that
we have this ready, we're going to start
with the eyes. The eyes are usually the
place where I'd like to start my topology process because it's a nice starting point for
pretty much everything. So we're going to click our quadratic tool and we're going to start just, just drawing. So we're going to start here. And we're gonna
draw eight phases, 23 and then two over here. This is the external
part of the eyelid. So you can see right there. So we're getting
to the center and then the center over
here. Center and center. There we go. So this is
eight sites to the element. You can see it's a
little bit slow. This is where again, you can go back to ZBrush and the like. Decimate this a
little bit for now. Again, remember the reason
why we're doing this low poly is because we're going to have way more polygons later on. I do want to add a
couple more though. I'm going to add one more line here on the inside of the eye. And if I add one on
the inside of the eye, we should add one on
the outside as well. So the one the eye closest, it has the exact same
sort of like symmetry. And since we already added
one and that makes it uneven, let's add one more
here at the center. And let's just push this thing a little bit to the
side like this. I might be even tempted
to go here and here. There we go again, we're
keeping it low poly for now, whereas low poly as possible, so that we can do this
a little bit faster. So the topology of
the phases is super important because if the
character is going to be animated and he's
gonna be expressing, he's going to have a facial rig. The eyes are going to move, the mouth is going to move,
the nose is going to move. There's a lot of things are going to move in this sort of, sort of things that
we want to do. In some games. Actually, I've seen people do the characters with the
eyes closed so that the, the eyelid membrane is not
as stretchy when they blink. Know of characters blink unless they're like
in cinematics. Alexander, normal gameplay. You don't see the
blinking, of course. So, yeah, just, just
keep that in mind. Now what I'm gonna do
here is we're going to create the main
loop for the eye. So I'm going to start expanding. I like to use the
strictest expand my stuff. We're going to start
expanding this ring. You could also extrude the ring. There's an option by
pressing Tab key. We've mentioned
that one already, but I like doing it this way. There we go. So as you can see, we expand this ring. We bring it out so that we can create the main
loop for the eye. And once we have that, we can add as many loops as we want. In this case, I'm just
going to have one because I don't want to
make this super dense. I remember there were still
going to smooth this. This is one of the
things, or the character, character is one of the parts that we are definitely
going to smooth together. A better result, similar to
what we had on the scope. And by doing this, we've successfully created
the main loop for the eye. Now, if we follow this to
center lines right here, I like to bring those
central lines to the center of the
nose, like this. There we go. So what they achieved
by doing that is that now when we mirror this, this is going to connect
to the other eye. And it's gonna give
me a very nice deformation along
the whole thing. In now, I'm going to
redo another loop around the eyes like this
that connects both of them. And it creates this sort
of like I mask similar to the one that Robin
uses in Batman and Robin. And we're going to create
a this right here. Look at that. Okay. Now this is very important. We're going to start getting
specific types of topology. We, I wasn't super precise in explaining
all of these things on the assets because as we've mentioned with Desk is
they're not going to deform. But for the face, it is
going to be the forming. So it's very important that we keep this in mind,
this shape right here. It's called a star,
as you can see, it's a vertices that's
shares five points. And this stars are going to be very common and
they're gonna be very important because they really help with the flow of typology. However, they're considered
a stress points because the topology is very
stressed that like that vertices is holding
a lot of stuff together. So we want to try
to keep those in areas that are not going
to deform as much. From this central
line right here. We're going to keep going up. We're going to talk
about the head later on, but that's gonna be the, the general purpose and same thing here
like on this part, we could have just
a single polygon but see how ugly that one looks. So it might be a better idea to just bring this up like this. We do have enough geometry, we don't have enough resolution, so we can definitely have
that one word on this side, on the side of the face. We're not going to push like or keep pushing
another loop. We're actually going to
create another star. Star right there because
these lines are going to go sideways and this
lights are gonna go up. Okay? Same deal here, like
right around here, there's gonna be a
point where some of the lines are gonna go down. This case, this guy is
right here and some of those lines are going to
go to the site like this. Okay. There we go. As you can see, we're going to have way
more density on the eyes, and the nose, and the mouth, and the rest of the face. But this is generally the
way we're gonna be doing. Now one of the things I wanna do here is I definitely want to keep pushing the
middle line just to get a really good idea of how this thing is gonna
be working or looking in the end. Yeah, that's, that's
pretty much it. We'll talk about the ear in the next video or in the
next couple of videos. But this is usually how
we would handle this. Now, inside of the eyes, we do want to cover the inside
and the first few layers. I do like to create a
nice little shelf here. This is very important. If you take a look
at an I picture, I encourage you to pause the
video and look for actual y. Why am I encouraging to do that when I can do that for you? So if we look at an I, I close up, you're going to see that the I lived both eyelids
are kind of like shelfs. Look at how sharp this
shelf Look rights there are it looks right there. So eventually we're gonna do
the eyes for the character. And the eyes are going
to overlap this guy. But we definitely want the shelf to look as nice as possible. So the first row
of this, like I, I do like to create
this very sharp, this very sharp shelf which
we are actually sculpted. If you remember from the, from the sculpting section with it's called
this like death, that that shelf right
there should be kept. And I actually, even though it might look might be a
little bit overkill, I actually like grabbing this edge right here
and beveling it. Sometimes. In this case, I don
t think I'm not I'm not I'm not gonna
do it on this case, but I think the
smoothing will help. But if I'm going for a very low poly character
like this guy, I would add an extra bevel just to hold that thing
a little bit better. Now, I'm just going to
cross or go across. And there's different
ways to fill some, some studios or some
game pipelines. Don't have like the
back of the eyes. They, they just avoid them. I personally think it
helps to have them. So I'm just going
to keep looping. But then on the inside,
as you can see here, I don't really care
that much about topology because we're not
going to see it right? So as long as you would
just close the cap, that should be that
should be just fine. So we'll just close their doors
to the side a little bit. Close there, there there little bit of a weird
shape right there. That's fine. Again, this this back
part of the eye. I'm not too worried about that. The front part, the eyelid, and the shelf that
we're creating, That's what I wanted
to I wanted to make sure that we properly capped. And that's it. We got the eyes ready. One thing that we can do here, it's not really
necessary at this point, but just for for demonstration, we can of course
like his snap to the center line to
make sure they're as precise as possible
and we could meet her. I don't think I'm going
to mirror right now. I think this is a good position, but we're gonna go from here. So make sure you
get to this point. Make sure to copy this
exactly as I have right here because it's a very, I don't know why this happens, but my students tend to
mess this up quite a bit and they would either
add more stuff than they should or
not that enough. So be careful here. One last thing I'm gonna do, I'm gonna have one
more line here. And I'm just going to delete
the disguise for now. I'm going to show you in
the next video how to, how to remove the reason
why add that one is to better like conform to the
shape here of the eyebrows. So yeah, that's
pretty much it guys. I'll see you back
on the next video.
15. Nose Retopology: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the nose tree topology, which is a really fun
part of the process. But before that, I just want to explain what we're
gonna do here. We don't want to have as much geometry going up
into the character. This is the most important part of the character, the eyes, a little bit of the forehead, and the nose, the
mouth, of course. So to avoid having a lot
of lines going there, we can use one
simplification method. This is some
simplification method that's super, super common. I call this the two-to-one. So if you have two
polygons like this, Let's say you're
extruding two polygons and you want to simplify them. You push the first polygon
up, you extrude it. You push the second polygon
a little bit further, especially on this
vertices right here. And then you twist
it to this side. See that we have converted the 1.2 into one because this now
flows into this direction. And if we had the exact same
thing on the other side, right, it flows
back into itself. So we successfully changed 4-2. That's a very, again, very common simplification
techniques. I'm going to do that. I'm just going to push this up at another one right there. And we're just going to grab this vertex
and this vertex and just get it together like that. So this, as you can see, allows us to simplify the amount of polygons
that we have. That way we can
still keep going in this center line and we
still keep a center line. Now as you can see, this
stresses the topology. There's a star
right there, but on the upper side of the forehead. So it's in a good position
for us to save some topology. Now, for the nose, we're gonna keep going
here on the center. But you can already
see that we might need a little bit
more resolution. The nose is going to
end right there. Here. Do I want to add
one more division? Well, in this case we could, because as you can
see, it goes that way. But let's see how we can fix this area first on the nostrils. I am going to create a
very similar thing to what we did with the
teeth and with the skull. So we're going to
create this are like boxy effect because
again, when we smooth, I know that this is going to be an eight-sided nostril
cover right there. And what's going
to happen there? What I want to happen
is I wonder to be a specific edge loop that goes
around the nose like this. Okay? That, okay. We create an edge loop that
goes around the nose y, just for again, the formation
and the inflow sake. Here we can simplify some
of these points to help. There's usually this line
called the nasal labial fold. We mentioned this
quite heavily when we were doing the sculpting. And one of the
important things about the nasal labial
fold is we want to try to keep it if possible. So I'm just going to quickly sketch a little bit of
the topology right there. This one right
here is wearing me a little bit because that's
way, way too intense. A five-point, the
division is not bad, but more than five points
can get a little bit tricky. So let's delete that one right
there for just a second. And let's flow or make this
flow from here to here. Okay? This is gonna give us
a better. There we go. So now the star is right here. It's close to the cheekbones, so it's not gonna be, it shouldn't be as
stressed as other things. And then this one right here have to do a little
bit of a trick here to move it
and bring it back. I definitely need one
more division here. There's a couple of options. We can add it to the
center line or two, this line right here,
I think this line right here works just fine. We're of course going to relax this so we don't
have as many points. And it's fine even to use a
triangles every now and then. So for instance, we can
have a triangle there, as long as it's not in
an area that's going to affect the deformation as much. That's fine. And remember, we know that those triangles are
eventually going to become I'm squares
when we smoked. So we're gonna do the
looping technique right there. Exactly like that. And that's it. We'll just keep building
these things right here. And really utilizing these
points as much as we can. So for instance here, even if there's a little
bit of stretch or like another like weird
loop right there. That's fine. Little triangle right there. Not worry, not to worry. There we go. Okay? Now, because I know there's
gonna be some a skeptic. As skeptics watching this video. Every time I talk about
triangles are like, oh no, like the biggest crime you can
commit. Now, look at this. I'm going to, I'm
going to scale this guy's snapped into the center. Let's mirror this. And this case it's gonna
be x negative a world. There we go. You can see this looks
like a, like a mask. And then when we
smooth, first of all, all the triangles are gone. So things are fine. We do have a couple
of guns, apparently. I hate it. I don't know why it
happens here with Maya. There we go. So just smash smooth. That will be our smooth mesh. And we're of course going
to use our conform trick. So conform. And there we go. Okay, so everything
is flowing nicely. We got some very nice
loops on the eyes, on the eyelids everywhere. So this is perfectly,
perfectly fine. I've even seen characters with way more geometry than this. This is definitely a
high poly geometry, but I've seen some
characters in AAA games nowadays who have even
more geometry than this, but this should give
us a perfectly, perfectly fine result. So as you can see, even though it looks a little
bit weird on the low poly, don't worry too much about it. We're going to have
There is moving is going to save us quite a bit and we're going to have a nice flow. So I know that this
area looks weird, but as you just
saw, it's going to work exactly as intended. So let's grab this guy again. Let's go here and
let's keep drawing. So now that we have the nose, we can of course again, relaxed. It's always important to
relax as much as possible. Careful not to destroy the
borders for the silhouettes, but this is, this
is looking good. From here, we're going to
start working on the mouth, but we're going to do the math
on the next video because the mouth has its own little set of challenges on this
area right here. I'm just going to completely
fill in this part. Remember, work fast by just doing big shapes first and then just
filling them in. And then we just smooth. And on the jaw line,
this is very important. On the jawline. We don't want all
of these lines to flow into other
parts of the phases. So usually we create a loop around the jaw
line right around here that as you
can see right there holes, the shape of the jaw. This shape is usually
going to be going up and around the face of
it kind of creates a border around the
face with that loop. So as you can see, we have
this lobe right here. There's gonna go
around the face. And yeah, that's that's
pretty much it for the nose. I'm going to stop the
video right here, guys, make sure to, again, copy this as
exactly as possible. And in the next video we'll start talking
about the mouth. So hang on tight
and I'll see you back on the next one. Bye.
16. Mouth Retopology: Hi guys. Welcome back to the next
part of our series. Today we're going to take
a look at the mouth. The mouth is actually
very similar to the eye. I like to start with the lips. So I'm gonna go here to the
lips and I'm just gonna start drawing as many
faces I say Neith, until I get to the corner of the mouth,
which is right here. As you can see, we
have six faces. So in a very similar fashion, I'm going to draw six faces from the border of the lip up. It's gonna be 345.6. And as you can see,
this corner here is very important
that we try to get it exactly on the corner
of the mouth because that's where we're
going to eventually cut some UVs and
stuff like that. The main thing about the mouth is that it needs to connect up in this sort of
like circular way. There's actually a couple
of muscles on the mouth and the eyes called
the orbicularis, muscles, which are
like sphincters, so they're like doughnuts. And that's what we're
trying to replicate here. So that one, the rigor
comes in and the duster, the rigging of the character, we can get the best
possible result. Now, here, as you can see, the border of the nose is
affecting us a little bit. So we need to fill in
some of these guys, some of them are
going to transition, as you can see right here, very naturally onto the,
onto the next point. There's gonna be a point like right around here
where things are like stretching a little
bit too much, That's fine. Some people like to really align this corner of the mouth
to a line right there. Again, it really
doesn't matter as much because as long as we
have the main lines in here, like on the inside here, that should be more than enough. But that is a good idea
to try to keep things flowing nicely as
long as possible. So here, for instance, let me just delete that face. This guy should keep
flowing. There we go. I'm even tempted to
just delete one of those lines to relax
everything here. And then here, it's
pretty much gonna be impossible to
continue the flow. So this middle line, of course, it's going
to keep going down. Remember the, we need to
bring back our border. So there's gonna be a star. This point is going to be a
star probably right there. That's a point, point star. And then this thing just keeps
going along the jaw line. There we go. Here we just add two
more phases. That's it. Oh my God. Sorry about that.
Now, we actually have some lines here that
we need to, to bridge. So I'm going to add
one more line there. That's it. And I'm going to add
one more line there. And that way we bridge
all of these guys. And as you can see,
we've actually managed to fulfill our objective, which is to have a lot of
loops going around the mouth. And all of these loops that you see right here are
gonna be really, really helpful when we're creating or speaking
with the character. I do feel like we need
one more line right here, just for the upper
side of the lips. Because just having
one section was a little bit too few lines. We can count on the smoothing TO this smoothing is definitely going to
give us more lines. So let's wait. And then if after this money we
feel like we need more, more geometry, we'll
do more geometry. The tricky part now is gonna
be the inside of the mouth. It's always one of those
parts that people hate to do. I hate to do it as well. It's really annoying, but
it's part of the process. So what we need to
do is of course, we need to continue
the inside of the lips as close as possible. Sometimes I like to push the slips down a
little bit more. There we go. So we continue
this things in straight. Find a camera here. And we're gonna go like this. The upper part, like you
can see right there. It's gonna go all the way. You can see the
roof of the mouth. Actually. I think I did a good
job of modeling all that's fine. There we go. Same thing for the
the lower lifts. There we go. If
you're having issues, remember you can you
can find the edge. We let the camera. There we go. We find the edge and
we'll just press shift that and we just pull it. There we go. Then from
the side as well. So from this two points, which is kinda like the
corner of the mouth, we also need to create the back. We're pretty much creating a
bag around the whole thing. Let me isolate this so that you can see it a little bit clearer. So see how all of these
things are going back, right? So we have 123-12-3123. Minute, I have another one here. Now one thing, one cool
thing about working with with life surfaces or even if you don't
see the surface, you can still use this thing. So as you can see,
I can model here. And that way I have a
little bit more visibility. It's not going to lead
me like Land points. But if I do, this, should be a little bit easier. Let's push this back. We go. Now over here I can see
that we have 41234. So we'll just divide
this and this. We should be able to
bridge all of this. Same thing on the other side. Like do it smartly play
smart not hard, right? So work smart not hard. So we just do four right there. And then we'll just divide. And we just everything. And this should give us loops. So if we need to fill
into loops a little bit more to relax things
inside of the mouth. Like here. We can add some loops and
just relaxed the math. And we need to be inside of the mouth to be able
to do this properly. But look at that. The low back is working quite, quite nice. So let's just finish. Actually, let me think we're, we're, we're about to create a spiral and I don't want that. So let's erase this one. Let's fill in this
part right here we go. I, if I remember correctly, when I sculpted this character, I did do all the
way to the throat, which is common, especially
if the character is gonna be screaming a lot and you're going to see the
inside of the mouth. It's quite common to sculpt all the way to the
inside of the throat. So let's go here. Let's add some points. Now. The, what's the word, the geometry back here? It doesn't matter as
much like we don't need to really bring all
of these points in. It is a good idea to, to make it flow in a
similar way though. Let's us do that. As you can see, since it's the inside of the
character's mouth. So we really don't care as much. I'm simplifying quite a
bit here with triangles, where I see that it makes
sense to have a triangle, will have a triangle
probably not here on the, on the center line. Let's go in. Here we go. Again just to keep things clean. Let's just follow
the sort of like the same apology. This. Now, do we need to create
a cap for the throat? Not really. However, there's gonna
be a map later on, we're going to use instead
of the texturing thing, which is called
the thickness map. And if you don't have
a closed surface, the thickness map has
a difficult time, like solving that specific part. So there we go. And that's it. That's the that's the inside of the mouth right there again,
we're going to smooth it. That's gonna give us a little bit more
resolution right there. But that should
pretty much solve it. I still think it might not be a bad idea to add one
more line right there, even though we are
going to smooth. And then I'm going
to use a little bit of my relaxed button here, especially like on this
side you can see how the geometry is getting
a little bit stressed. So, yeah, that's pretty much it. That's the lips. Again, the most important thing about the lips is
this loops that we have right here that
go around the mouth. Because we're going
to allow everything to move on to form in the proper way and how it
connects with everything else. Like the thing that we
talked about here on the jaw line and
everything else. I'm going to I just want to make a quick point here, guys, I know I'm moving a little bit fast here and
the rate of biology, like I, I've been doing this
for a lot of years now. So I can usually reach apologize
a character in one day. One of these characters. So yeah, just just pause the video if you're having issues with specific parts, like really just wait until the camera isn't a specific point where
you're struggling. Pause the video and copy the
topology exactly as it was what I'm doing to get the
best possible result. Okay. So I'm going to stop the
video right here, guys. And in the next one we're going
to talk about the health. We're going to continue
with the head, then the ears than the
horns, and then the neck. So hang on tight and I'll see
you back on the next one. Bye.
17. Head Retopology: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the head array topology. This is where we left off. And the head is
actually, I would say, rather simple, like
part of the character. It shouldn't really be that complicated because
it's pretty much just following the
central line and filling in this area right here. Now, in our case, we're going to have
to do a little bit of extra work for the horn, right? So the first thing I wanna
do is actually when I reduce a little bit here,
I can see that this, all of these lines
right here are getting a little bit
heavy and I don't want my neck to be extremely
heavy on topology. So one thing that we
can do here is we can go back to our normal edges, select this edge is right here as you're
seeing right there. And we can go Mesh tools or
sorry, Edit Mesh collapse. While collapse will do as
you can see right there, is, it will minimize the
amount and then we can just relax all of
these areas so that we just reduce the amount because we're going
to be softening this guy or giving it a smooth
subdivision level, right? So, so that's why I kinda
wanna keep it as low as possible For as
long as possible. So if we go here to the center
line, It's pretty obvious, pretty self-explanatory, that this thing should continue
all the way over here. But when talking about the
neck or the, or the head, we need to talk about
the neck and the neck. We also have our
line right here. It should follow or
it should create this ring going around
the whole thing. So something like this. We have 123. And over here we're
gonna have 12.3. So let's just keep connecting
this guys with big squares. First. Number always with big squares. And then we're going
to start adding divisions and simplifying
this whole thing. So here, for instance, I don't want all of
these lines to go down, so I'm gonna do another
two to one simplification. You guys remember this
one, this one right here. So that way we get a
two-to-one simplification. Of course, we add one
edge loop right there. And we do this right here. Let's just move the lines here. Some people like
to really follow the neck muscle for games. I think it's not really that
necessary to be honest. But if you want to
do it, go ahead. So this guy says you can see, follow very nicely and then we have a problem here, right? So we either add more divisions, which I don't really
like the idea of doing, or we keep this, we do another reduction. So there's another reduction. And I'm actually going
to show you right here, which is called the
three-to-one reduction. And the three-to-one reduction, I'm going to have it
here underneath the jaw. And what we do is this, we
create this trapezoid shape. And then from that
point, as you can see, we're pretty much have
only one division left. So it's a really, really handy or useful way to
do the reduction. And it's in an area that's
not going to move as much. Therefore, it really doesn't
affect us and we avoid having as many polygons
going down because again, I know we're going
to divide things, but we don't want
to have as much density down here as well. We have up here. Here. I think we're just going
to push this thing closer. And that's pretty much what, this is a square, right? They're going to
have a little star. That's fine. And you can probably see
here how this thing is more. Now, on this side over here, we're definitely going
to have another line. I usually have, like having at least two central
lines for a character. But the interesting part happens right around
here on this area. Because what we're going to
have here is this element right here is going
to loop back. It's going to create
this sort of like a round shape around the ear. And it's going to loop
back into the neck. One more division right there. Something like
this. There we go. In this case over
here on the top side, they will eventually go to
the top side of the head. You can see I'm not being shy when they're
adding more polygons. Like if I see that we
need more polygons to, to better describe the
shapes and the forms of this characteristic or this
part of the character. I'm just going to do it. Again. I'm not adding too much geometry on the top part of the
head because I know we're going to smooth it and the smoothing options
will definitely help. Here, for instance, again, don't, don't think too much. Probably one more there and
probably one more there. We want to follow
the sort of like a round shape going down, smooth, distinct down here. And make sure things flow nicely to the back of the head as well. So here, here. Here we have three-to-one. Do we do a reduction? We can do a reduction, but I actually think we would benefit from an extra
one right there. Even a triangle, right? That's fine. Once
we smooth that, we pretty much like solve
the issue right there. With all of this up. There we go. Here we have this other sort of like reduction is
another kind of reduction. We've talked about
this one before. It's like the chicken leg,
like the one-two-three. So yeah, it's getting a little
bit like weird over here. So I'm actually going to delete. This guy is right here. And I'm just going to add
the extra loop because we are going to need it
for the ear to be honest. So we're just going to try to on stress that area
right there. Look at that. So it's very important
that we create this sort of like loop thing going down. Mainly because we're going
to have or want to have cylinders as much as possible. We're going to talk about
the shoulders later on, but you're gonna do
something real quick here. I'm going to bring this all
the way down to the clavicle, all the way down here
to the shoulders. And then this guy is gonna be
like all the way over here. And we can start creating
this thing which is, I like to call the bad man cape. Which is one of the
ways that this thing is should be flowing with. Again, we're gonna be playing around with this
once we get into the chest and the shoulder area, probably going to have to
increase the resolution there. Sometimes instead of
doing a reduction, we're gonna do an increase. So instead of going 3-1, we're gonna go 1-3, stuff like that. So yeah, this looks good. I feel like this
is going to work. Let's add one division here. And just like softened the
neck divisions a little bit. Because one of the rules we've
talked about this before. One of the golden rules
about topology is we want to keep a like
a uniform distribution. You don't want to jump
from really small, like a density two
really big density in such a small amount of time. Now, over here, we need to
define how we're going to create all of this like
blocky parts of the horn. So the first thing that comes to mind, this, Let's loop it. Let's loop the horns. So I'm going to create
a nice little loop here around the base of the horn, like details like
this event here. This is going to be a
little bit of a weird, weird polygon right there. But this is going to allow me to create the lobe right here. And this is the, as you can see, I'm just going to
continue the loop, which is going to continue to,
some people might be like, Do we really need
to capture all of this if the horn is
going to be overlapping. And the answer again,
due to one of the maps, are they gonna, we're gonna be using later, which is
the thickness map. Having this like actually mod n is gonna be
really, really helpful. You can see here that
some of these points are like colliding a
little bit too much. Let's reuse them to capture
the form a little bit better. Again, I'm confident that this smoothing that we're
going to do will give us a little bit more resolution to capture their
sweat even better. Especially this front
parts of the horns, which are the ones that
you're going to see the most on a particular character. This particular character,
we should definitely try and capture them properly. Let's create the cap here. We can even do a triangle here, like I don't see why not just
going to keep it simple. We can do a couple
more triangles, and now this is a flat area. We've done flat areas before. What happens when we
have a flat area? We can of course fill this in with just random
shapes like that. That works perfectly fine. But if you wanna be a
little bit cleaner, if you wanted your stuff to
look a little bit nicer, you can just go mesh, fill hole, grab that face and
say Edit Mesh, poke. And by doing that,
as you can see now, we have successfully
covered that specific area. And that's pretty much it would that we've covered
all of the phase right here. As you can see, the density on the top of the head is less than the one on
the front because this area is not as important. And we have successfully
recruited all of the shapes, even a little bit of
the neck right here. Again, make sure to pause the video and do
some quick stop. So this should be
your front view. This should be your side view. This should be your back view. It should be your
top view or as close as possible, the horn. So make sure you get that
because the next video, we're gonna be doing the ear. So that's it for this one guys. I'll see you back on
the next one. Bye bye.
18. Ear Retopology: Very well guys. So we're finally on
the Erie topology, and this is another one of those tricky areas I'm
going to save real quick. Remember that right
now, saving you might take a couple of
seconds because we have all of the hypotheses
even though they're hidden. But make sure to save. It's very, very important. Now here on the ear, what I'm gonna do is I'm
actually going to look again at the looping technique like creating unnatural
up around an object. This is really, really helpful. And what I'm gonna
do here is I'm going to jump into my quadro. And we're going to loop, and we're going to
create this loop at the border of where
the ear begins. Okay, So right around there, for instance here I'm
going to just push this to relax it a little bit more. In this loop is gonna be really, really important because
eventually when we do the UVs for this section, we're gonna be able
to cut the ears out very easily to help
the unfolded process. Now the tricky part
about the ears is that we need to
kind of like push up, but we might need to
increase the amount of, of divisions that we have because there's more detail that we want to capture, right? So the way I like
to approach this is by pretty much following the anatomically correct
like a forms of the ear. So in this case I'm going
to follow like this. I'm not going to keep a
loop on the ear itself because this shape seems to be easier to be
captured like this. So we're going to just
keep going like this. And here's one of those things. A lot of people hate sculpting every topologists in everything because
they are like, I think they're a little
bit boring, to be honest. But if you do them properly, you're gonna get a
really nice result. Now from here, just
keep going down. So there we go. Just keep adding points
and pushing this in like this. Then here. This is the one
that I mentioned, that it's not a loop,
it's not a perfect loop. Because if I try to
insert a natural, we can see it's not, it
doesn't go all the way. But this should allow us to, to capture the silhouette. Remember that the
silhouette is king. That's the, that's the most
important thing about this. If you have a crazy point, I don't think I've
mentioned this before, but you can just
double-click and clear the dots right there. That's like the shortcut. Now here's where things get
a little bit interesting because as you can see here, when you a little bit
more surface area to bring these things down, getting really close to
the border there, there. Okay. So I'm just going to
ignore the fact for now and just continue
my process here. Again, don't worry about how this is going
to connect them. Worrying about the,
the ear itself. If this happens
again, just shift. You just extrude the edge and focus on this important bit. Here we go. There we go. What's this a little bit more. To try to keep these things
as relaxed as possible here are probably going
to need the triangle. It's going to be a little
bit difficult to capture that specific area with
other triangle and that one, I'm going to leave it
exactly as it is here. I can start like doing this, but now what we're gonna
do is we're going to use the stitching method where
you guys remember that one. So we can do one big
square root there, n triangle, then that's
a normal connection, that's a normal connection. We go normal
connection triangle, normal connection, triangle, normal connection, normal
connection triangle. Okay? But this triangle is the
cool thing about them is that they're hidden
behind the ear. So we're fine and we're
still keeping our main lobe right here that we're
gonna be able to use to cut our UV seams. Same thing here. Make this a
triangle, that's a square. You could just collapse
that right there. And from here we keep going. So now we need to start
building the inside of the ear. This one again, it's normal
triangle right there. Small areas like this tend
to be like triangle heavy. But again, don't sweat it, don't worry too much about it. Square, square, set. Now, all of this do we need to loop every single
part of the year now, as long as we keep
the main shapes and the main forms,
we're gonna be fine. So in this case,
we just need to, for instance, go down to
create the Maine border. This, this creation of the silhouette is
really important, mainly because of
the shadows, okay? This one is better
as a triangle. When you have a 3D model and
you're instead of an engine, shadows are gonna
be casted, right? Even though the normal map
can fake those shadows. The best kind of shadows
are real shadows, right? So if you actually
have the geometry, they're gonna be casting a
real shadows into the world. And that's going
to give you a way cleaner and more
professional results? Yes. Performance-wise,
it's a lot more. It's a little bit heavier
because you have more, more geometries
are more geometry. But again, that's where each, each project that you might work on will be
slightly different. Some of them will
require you to be very, very efficient on the
way you build things. And some others will
require you to use as much resources
as possible to get a super amazing,
realistic results. There we go. So again, if we take a look
at the ear, look at that. Perfect, right? Here's looking
really, really nice. So at this point
it's a good moment to delete the history
of the character. Go to the front view, select this edge right here. Makes sure to de-select
all of the other edges. So we're only with
the center edge. Let's remove this
thing for a second. Snap it and snap to the grid. And do the mirror x
negative and hit Apply. Of course I'm gonna go to my vertex and I'm
going to check that we don't have any guns. Seems like we don't. Great. We have a
couple of we're here. Just delete dose. There we go. So this is the low
poly of our head. We're still going to keep
working on the low balling now that we're going to
move onto, onto the chest. But it is very important
that we do a test just to make sure that things are
gonna be working as we expect. So what we can do here is I'm going to duplicate this guy. I'm going to hide one of them. And then this guy
I'm going to say mesh, we're going to smooth. Let's take a look at
how many polygons we have, 10,000 triangles. That's perfectly fine for a half because that's the
most important part of that of the character. So that's perfect
to perfectly fine. We've got this guy. We make a leaf surface if we grab
this guy now and we do our mesh conform, mesh can form. This is going to
push the vertices closer to the surface
of the object. I think it did
already, right there. That one's more. There we go. Now let's take a look. Yeah, look at that.
Look at how nice the borders here on the
horns are being marked. Look at how nice the eyes look. Look at the mouth, as long as you don't
see any like polygon being positioned in
places it shouldn't be. This is going to be
perfectly, perfectly fine. Do we still see a little
bit of that faceting look? Yes, and unfortunately,
for video games, it's impossible not to have it. We would love to have
an even like us, like an even better subdivision. This one's more like we
would love to have this for every single character,
but that's not possible. Again, I've seen some characters nowadays that go all
the way to this. But look at this,
this is almost 50,000 triangles were just to face. The games where I've
seen this is games such as like Uncharted
than games where there's a lot of cinematic shots in normally what happens
there is you have that, that's the specific
mesh for the hype, like for the close-up sequences
than the cinematic skin. And for gameplay you have something a little
bit closer to this. Again, performance
wise, it's just a more productive to have
something like this. There we go with this, my friends, we aren't ready. Our faces is
completely ready and we're ready to jump
onto the chest. The chest is one of those areas that's
really, really fun. I really liked doing the
chest for characters. And after that, we're
gonna do the arms. And then just keep going, hands, bells, all of
the other pieces. Hopefully you guys
are getting more and more used to the way
the topology works. Again, I think when
I first started, it was always this sort of like very boring and tedious
part of the process. Nowadays. I enjoy it. I find the fun. And as long as you
do a good job, it makes your life so much
easier on the reading section. So yeah, that's it
for this one guys. I'll see you back
on the next video. Bye bye.
19. Chest Retopology: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the chest every topology. And this is the acid or the mesh that we left
the width last time. So here I'm just
going to go into my front view and
delete half of it. Because again, as
we've done so far, we are only going
to be working on one side and then mirror
it to the other side. Select our measurements
already on the leaf surfaces. So like this guy and let's just jump straight into the chest. The chest has some
interesting features that we need to
take into account. First of all, we do
need a central line. Okay, that's pretty
self-explanatory, right? Like we need one line
that's going to go all the way through the
center of the chest. Now, as you just saw
here, I actually stopped. Instead of going
just straight down, I actually stop at two points. There are gonna
be really, really critical for our character. The first one is this. As you can see, he has a really big like
pictorial muscle. So it is very important
that we try to keep that like sharpness on the
border of the pectoral muscle. And that's why I
created this loop that's gonna go
through this side. Omega, sorry, of the character. Now, the other thing that we're gonna do and we're
going to try to do is we're going to try to keep this same flow that we
have right here. See how this line is aligned
with detector pictorial, like group, what we
want to keep that line. So I'm literally just going to fill in all of these
guys right here. Something like this. There, there, there. And there we go. One more and one more. That's pretty much our chest
muscle done as you can see, it follows the shape and the form of the chest
muscle very nicely. And it stops right
here at the shoulder. Now, I'm gonna I'm
gonna talk about the shoulder in just a second because that's a really,
really tricky area. But the chest
muscles you can see, as long as we have a
good amount of polygons, which we do right now, It's working very, very nice. Now, of course, if you
compare the density that we have over here to the
density that we have down here. Some of you might be
like, well, why don't we supposed to keep
everything the same size? And the answer is yes and no, you should have
more density where you have more detail or where the detail
is more important, which in this case is of course the head over here.
We can get that way. We hadn't big phases because obviously
we're going to smooth, but also the shapes
are very solid. Let's just keen detail, right? Like we don't have as
much like intricate like wrinkles and stuff
on the chest area. And also you can see how we're doing the transition from very thin and very small quads to bigger and bigger
quotes as we get over here. Okay? So it's not necessarily have the exact same
density everywhere. It's just that the density
has to make sense and you have to have the
density where it matters. Now from these muscles, I'm literally just going
to go all the way down, all the way down to
the border here. And it's very important
that the torso has this sort of
around the Earth. Soft defects like this,
like the divisions. The divisions are really
important as you can see, I'm going a little bit heavier
here on the divisions. And the reasons why, the reason why they're
a little bit more important is because the
character might bend, right to pick an object up
or he might stretch back. And by having a very uniform cylindrical
distribution here, It's gonna make everything
a lot, a lot easier. All of these muscles
are all of this will eventually
connect to the back. We'll talk about
the back shortly. But now we need to talk
about one of the well, wait, did I add one
more line here? I think I did. This just like we added one
more line here. That's fine. We can add that line
if we needed it. But we definitely need to relax because it was creating
a little bit of fun. What's the worth
of a sharp line? Remember that when two edges are really close to each other, they create a sharp line. And that's sharp line
could create some issues. Just balance things
out and make sure that they're relaxed enough. There we go. Cool. Now, before we talk about this, we actually need to
talk about the arm. The arm is a really important
part of the character. And even though we could use the Ellipse tool
instead of a blender, there are other ways
in which we can utilize that sort of trick
here inside of Maya, I'm going to create
the new polygon. And this is gonna be a
very basic cylinder. We're going to change
the divisions of the cylinder to ten divisions. I like using anytime I
can use even numbers, that just makes it a little
bit easier to control. Let's turn off this
thing for just a second. And I'm going to create
this sort of like racer. This is gonna be resting
here on the arm. And then make this a smaller. Again, it's kind of like a, like a brace or right around there. Let's isolate the
cylinder, delete the caps. And now what we're gonna
do to make sure that this cylinder fits
the arm perfectly. So we're going to
select the Object live surface and we're going to conform this just like
this, just like that. Just come for. There we go. Now this band is following
the shape of the arm. We can select both
elements now and combine them back
into a single object. Let's delete the history. That will be keep working. As you can see,
we have the band, a ten sided band that's
going around the arm. Sometimes I like to use
an eight-sided band if the arm is not
as bad as this one. But in this case this one
works perfectly fine. The reason why we need this
band is because this guide, like there's very interesting
connection that happens here on the shoulder and that we need to be very
careful about how we connect this thing to the
rest of the elements. And the connection mainly
happens at this way. I'm going to grab this
line that's coming from the underside of the
arm. In this line. Is going to continue
around the shoulder. It's going to continue around
the shoulder like this. And it will eventually go all the way to the
center of the back. This is super important guys. This, especially
this vertex right here is super
important because that vertex is the vertex
that gets pulled up when you move the arm up. So that part right there is very important
because otherwise, if the connection
was any different, when you move the arm up, right, there will not be enough like polygons to really
stretch that right there. So very, very important
that we follow that specific or
this specific thing. And this again, is
sometimes referred as the, as the bad man cape
because as you can see, it just flows down and connects
to everything over here. The arm, as you can expect here, will connect as normally
as possible to this part. But over here, instead of connecting this
side or that way, we're going to
connect that down. Okay, So that's why
we get this again, this is a six-sided
point. That's one. I know we mentioned
that those tend to be a little bit risky
because they're very, there's a lot of tension there. But again, once we smooth, there's gonna be more
divisions there and it's going to alleviate the depressor. So those sites right
there Go down. Same thing for this
things right here. We're going to have a little
bit of extra geometry, as you can see right
there going down. There's one goes down as well. And that's it. Now these muscles,
as long as they can just keep going
that way, that's fine. There's gonna be a movement
especially right around here where these things are gonna
get really, really big. We will talk about this
one's a little bit later, but easiest solution
is just to add one more line on the
horizontal axis. As you can see, that really
helps with the overall thing. And again, I know with this
morning we're going to get more resolution and that's going to hold this shape
a little bit better. However, in here, you can see that things are getting a
little bit intense, right? So from this side, we're gonna go to
the side again, very common mistake is for
people to flow this down. We're going to float
it to the side. Because we wanna be able
to really just like bring this thing up in an easier way. I actually think I'm gonna go because he has really big arms. We're gonna go with 12 sites. I know we started
with ten sites. I'm just going to add two
more sites right there because it was
definitely becoming a little bit difficult there. There we go. Now this, as you can imagine, we'll just keep going down. Could we simplify here with
a couple of triangles? Yes, however, again, since
I've mentioned this earlier, this a part of the character
that moves quite a bit. It twists, it, moves, it deforms quite a bit so that more uniform
we can keep it. The easier this
thing is gonna be. Here's a quick trick for
this super big square. Just create two big
squares right there. And then just add the
divisions, right? Don't try to draw
every single square individually because it's
going to take you forever. I know I mentioned
what we're gonna do the back at another video, but we're pretty much doing it right now, as you can see here, very, very easy to just fill all of this
with a quad like surface. Cool. So now the shoulder, the shoulder is one of the
tricky areas here are for the characters because it's a mass that's
really, really big. And we want to continue this, pretty much want to
continue this begins if things are getting a
little bit stretched. So here's what we're
going to start doing. Our little like.
Instead of doing a decreasing the edge loops, we're going to
increase the slope. So from here, I'm going to do the inverse thing that
we would normally do. We're going to create
this little shape. Memorize this shape because
it is very important. And as you can see, we have
gone 1-3 while still keeping, while still keeping the same
direction that we need. So that way as you can see, we can get more resolution and things flow in a nicer way. For the shoulder. Again, there's a couple
of ways to do it. The one that I personally
prefer is to loop the upper part of the
shoulder right here. So by looping only
the upper part, we don't need to look
everything only the upper part. Like this. We're going to get
enough or we should get enough resolution to properly
captured the volume, the volume that this shoulder has, can take a look at this. There's a star there,
so our loop right here. And this should flow
nicely into the arm. Okay? Everything seems to be
flowing nicely there. And look at that.
Yeah, that's perfect. Here. We have an option and this
is the kind of questions. This is one of the reasons
why I love rid of biology. It's like a puzzle. You always need to be solving the puzzle. So here we have two options. Do we add one more line here, or do we reduce this
into a triangle? In this case? And align is better? Why?
Because the back again, it's an area that's going to have quite a bit of movement. So just having one more line, I think five extra
polygons is not going to kill our performance. And it's gonna give us a super,
super nice distribution. Look at this. Okay? So with that done, we're pretty much
finished with a V. I'm with the chest. I mean, that's pretty
much it. Normally. I like to add one extra inch
right here on the inside of the arm just to help with the deformation
when this thing goes up, when the army goes up, because otherwise it starts pulling other points
that we might not want. But this is looking
quite nice now, this is a really
beefy character. He's really, really ripped. So a little bit of
deformation as expected, if he were to raise
the arms like super, super high, we would expect there to be some sort of
deformation or problems, but this should give us
a really nice result. Overall. That means since
we're really here and we have a couple of extra
minutes left for this video. Why not just finish this? I'm just going to go all
the way to the wrist. If you guys remember. The wrist has all
of the bandages. So we're going to have to do a little bit of tweak
it or I'll work, I have to decide other
things once we get there. But right now, this is
what we're going for. So let's just keep going. Going there. As you can see, the faces are becoming
smaller and smaller. Perfectly normal
for that to happen. There we go. We add 12345. Some people like to loop the elbow to give it a
little bit more mass. I'm going to show
you how to do it. It's actually rather simple. If you find the
elbow, which right now it's on dislike
Foursquare's. You can delete
those four squares. Then just create a small
little loop right here. The way we've been doing so far. And what this will do is when we smooth than when we
like rig and everything, we're going to have a
little bit of extra volume to keep the sharpness of the elbow it nowadays I don't
see everyone doing this, but I used to do this
quite a bit back in the day because we didn't have as many advanced like rigging tools is
what we have right now. But yeah, it's something
that we can do. So yeah, that's,
that's pretty much it. Now, the moment of truth, we're going to
delete half of it. Grab the central line. Our, let's turn this off. Snap it to the center and
mirror to the other side. Of course, we're gonna go
into number three mode and just check that we didn't
have any in the ambulance. There's one there. There's one there.
Let's just delete them. And that since we're done with this part of the character, what we can do is we can just grab the whole thing and already give it its subdivisions so
we have the final resolution. So we just as smooth and we say, we need to grab the other guy. They can live surface and
then say mesh conform. You can see everything
should jump. Boom, there we go. Look at that. Perfect, Perfect,
Perfect, Perfect. This is looking amazing. This is a great element,
as you can see, 16,000 triangles for pretty
much the whole torso. It's perfectly fine. We have great resolution,
great topology. Things are where
they're supposed to be. So I know that if we were to rig this guy here will form
a very, very nicely. So yeah, that's it
for this one guys. We're pretty much done with the main torso
of the character. Final thing that we
need to do is just grab the main character right
here, copy its name. I think I made a
mistake right there. Did I just copy the whole thing? Let's just copy the name. There we go. And rename
this underscore low. I think now we're going to jump onto things like the horns, the horn armor, like things
that he has up here. I've mentioned this before. We're not going to be
doing the hair on this. Like we're not going to be
doing a rich apologize here. We're gonna be
using Fiverr here. So we're not going to have to read topologies
these guys right here. So that's another neither
the musters, right? So all of these pieces
that we have right here are not gonna be
read topologies. But yeah, make sure you
get to this point, guys. It's very, very important. That's a great practice. If you've never done
read the apology for a character before, then this is going to be an
amazing learning experience. It might take you a little
bit longer than it took me, but it's just part
of the process. So yeah, make sure you get all the way to this
point and I'll see you back on the next video. Bye bye.
20. Horns Retopology: Hey guys, welcome to the
next part of this chapter. Today we're going to
continue with the horns. And this is the
first, I would say, interesting asset that we're going to have to take a look at. So the first thing
I'm noticing is this guy right here, this word, the original chains that were
hanging from the element. And what we're seeing
here is the decimation trying to decimate a
low poly mesh mesh, there was already
quite low poly. So I'm actually just
going to delete them. I'm going to delete them,
but we need to bring them back because one of the
very common issues that I I've gotten into throughout the years
is I delete something that I know that I'm
going to replace later, but then they forget
to replace it. And it's just it
doesn't work right? Like we need to bring it back, otherwise we're
going to forget and then the character is
going to be incomplete. So we're going to
jump real quick to our asset right here. Have here our thyroids,
the high poly, not the decimated the high poly to the big chunky
one that we have. And the first thing
is we need to set the scene so that
it's at the size. Remember that we
did a size master. I don t think I saved that one. So just to make sure that the size of the objects that
we're exporting is the same. We're gonna do the same process. So I'm going to go
into the chest, which was the one that
we use as a reference. I'm going to go see
plug-in scale master. And we're going to use
a set scene scale. And it was this one right
here. So we'll just click it. And that should save everything. So now if we jumped
to the horns to that little bit of melt
their desk guys right here. Let's isolate dynamic solo. This guys, this is what we need. We don't need a high poly. That's pretty much all we need, is not going to have any detail. If we add any
details, is going to be on the texture
side of things. As you can see, it's
really low on points. So just select this guy. So I'm going to hit Export. And I'm going to export
this in 2D, 3D topo. I do want to export
this as an FBX. I don't want the disguise. So thyroid hormone armored
trains, that's perfectly fine. And we just export. We go back into Maya. I'm going to say File Import, his horn armor chains import. And the first thing
that I might notice is that they might not be the size that are in
the position that we want. They are the sides, but
they're not in the position. You guys remember why? This is? Because when we
created this group, we move with this
amount of units up. So you need to go back here and just make sure to select
the same amount of units. And there we go. It's now it matches exactly
where it's supposed to be. This guys. I actually want to keep
them hard surface yeah. When I want to see
the beveled edges. So I'm going to, first of all, I'm going to assign the
basic Lambert material. And then I'm going to say
Mesh display Harden Edge. We might need to
unlock the edges. Sometimes they'll
normals are Luxor mesh display unlock normals. And there we go. So that's gonna be my, like my metal bits,
That's what I want. And some of you
might be like, well, what do we need a
high poly or not? And the answer is, we really
don't need a high poly, but it is useful to have one because it's going to
give us cleaner bakes. So what I'm going to do
here, so I'm going to drag this into our Readtopia meshes. I'm just going to change
the name to underscore low. I'm going to duplicate this, Shift P to get it
out of the group. And what I'm gonna
do is I'm just gonna select the whole
object and just double it, give it two segments. And this mole fraction. So I can get this very
nice soft effects. So this effect that
we're seeing right now, thanks to this extra level, is supposed to be baked down
onto this guy right here. Okay? Now this guy is, of
course we're not going to be called
underscore high, they're going to be called or they're going to be
called underscore high. They're going to be
called underscore. Sorry, they're not going to
be called underscore low. They're going to be
called underscore high. I'm going to create a new group because it's gonna
be my hypothesis. And this is the first true high poly that we're
going to have. Because remember, all
of these guys are a decimated version of what we actually
want to break down. Because the ones that we
actually want to break it down are going to
have more detail. And therefore they're gonna be, we're going to have
cleaner bakes anyway. So after that long explanation now we can think about what we're gonna do here
with the horse. And here's again where we are going to need to
solve this puzzle. First of all, the
horse or asymmetrical, this horn has bandages and
this horn has a bit of armor. That means that we're probably
going to have to reach apologize them in
individual ways. However, they're
not asymmetrical on the top part of the
horns like on this, probably from this
section up there, pretty much the
exact same thing. They might have slightly
different details, but they're the
exact same element. So in the spirit of, of working as
little as possible, we're going to use a
symmetry for this case. We're going to start with
this guys right here. We're going to make
them live surface. And we're going to
start apologizing. We're of course going
to turn a World Exon. I'm going to go to the
highest point I can think of, which is right around there. The bandage is the
one that goes higher. So we're going to use data
set as a reference point. I'm going to bring
this down here. The horns are not
perfectly circular, as you can see right here. They have a border
right around there, and then they're quite
flat on this side. I'm still going to add an
extra edge right there. Another one right there, another one right there, another
one right there. I'm going to bring this down so they follow are a little bit closer to them to the bandages. I'm probably one more
here and one more here. I'm gonna count how many we
have and we have 18 phases. Of course it's 9.9. I don't want 9.9, so we're
going to add one more line where probably,
probably like here. Again, we just start
smoothing things out so that we get the best
possible distribution. As you can see,
it's working quite nicely on both sides
of the elements. I'm going to follow this like sharp lines that
we have right here. So it's gonna be 1234. Now this is one of the
other assets that I'm really debating whether
we want to smooth or not. I know we can, but it's gonna be tricky
because we have more assets. We have the bandages
and we have the armor. So sometimes you might
want to already be like thinking about the high
resolution things at this point. Now I'm just going
to keep it low poly and then we'll see if
we need to do it or not. Now one of the things that
you're going to notice as we go higher and
higher into this, into this mesh,
is that we're not going to need as many
polygons, right? Because the surface or the
volume that we have of here, it's not as big as the one
that we have down here. Here, for instance, we can
already reduce that volume. Like I added an extra
line right there. So we might need to add
one extra line right here. Smooth this out. There's gonna be a
point probably around here where a triangle
might be worth it. There we go. That
triangle is going to keep things a little bit cleaner and we can continue
pushing the volume up. And then here again, it might not be a bad idea
to have another triangle. So it's probably going to be, let me clean the
dots real quick. Go, which can extrude this out. And there we go. It's
really going to be a triangle right there. And we're probably going to
have two triangles here, 1.2. Because we're going getting
to a point where we don't need all of this geometry
to capture the silhouette. I do want to try and
keep a central line. Because as we've
mentioned before, central lines can
be really helpful. So as you can see, I'm trying to keep
the center line right there and then this side. Okay. That's not the
most perfect pointy bit. Weather works. And there we have it. Cool. So at this point, things are going
to start changing. Like that's pretty much as
much as we can save ourselves. So I'm going to get
rid of this thing. And I'm actually tempted to just separate this just mentioned separate so we can work
them independently. We know that they're
going to keep roughly the same amount of geometry, but we need to talk about how to handle this sort of stuff. So first of all, the thing
that we're going to need to do is we're actually
going to have to combine these things. We sculpted them
separately when we were doing them inside of
ZBrush who are high poly. But for the big purposes, we actually want
them to be together. So what I'm gonna do here is I'm going to select
all of these elements. Am just going to combine. These are gonna be the new
thyroid horns right here. Let's middle mouse and drag. Let's bring them all the way
to the top so they're closer to the head and everything else. There we go. Dilute history,
very important to remove any empty
groups, and that's it. So now this is gonna
be my light surface. Let's start with
this guy right here. This is the easy one. So for this guy, I can already see that
it's gonna be pretty much like two extra edge loops, two more lines right here
that we're going to go until we get really close to
the base of the armor bit. And then what we're going to
have to do is we're going to jump to the armor. So we're going to breach
this and we're just going to ignore the fact that there are two different pieces we're
going to reach apologize them as if they're just
one single element. This only works, this
technique only works if you're never gonna take the piece out
of the other piece, right? So if we're never going
to be separating the, what's the worth the
horn from the armor bit, then this will work. Otherwise, it will not
work because of course, it's not as clean. This will though, one
of the advantages, the advantages of this
technique is that it will give us a
really clean effect. Now one thing I'm noticing here, as you can see, especially
when we get here, is that we might need a
little bit more resolution to really capture the
roundness of this thing. So we're going to have
to do some reductions, some tweaks right here, especially for instance here. We definitely need a
little bit more like elements to really
capture the armor bit. Okay. So that's perfectly normal
because the shape of the, of the armor
business is slightly different than the
shape of the horn. That's why I'm creating
this nice edge loop. It's going to capture. The edge of the horn. Now here, some of them, some of the faces can combine or can attach themselves to the
next one fairly easy. Some others like this one, we might need a
triangle, that's fine. We know triglycerides
out bad for us. This guy is perfectly fine. Line triangle thing. I want to go here, keep data
triangle here, and try it. That way we get this. Here's where I'm questioning
and we can do the test. This is what I would normally
do when I'm working on this sort of things like I
would finish the low poly, see if I can smooth it
and get a nicer effect. And if not, this is what
we're going to get. This is where we're going
to be working with. It's very common. I've been playing a little bit of Gulf War Reagan
Europe lately. And it's very common to see certain assets be not
as high poly as others. So the horns in this case, they're not as
important as the face. It would make sense and
it's justifiable that they might not be as
high-quality as others. These guys right
here are going to be a little bit of a pain because we need to capture
the silhouette. Right? Now, a little bit of lists,
something like this. So that's six. I always like using even
numbers. There we go. So that's six. Then
here, for instance, going to be 123456. This back. Such a small detail that
I don't really care if if we don't
capture it perfectly. Unless there's like a shot where the character is going to be like placing it on his horn. And we want it to be like
super precise and stuff. That's where we would
need to worry. Here. I'm going to add a triangle. And the reason I
want to do this, just one quick connection
to that specific place. Same thing here. Like let's add one of
our, one of our trick. Like simplification, things
like this. There we go. Triangle there. As you can see,
things are getting a little bit complicated here, but we need that
amount of resolution for the for a proper, like what would be the word? For a proper capturing
of all of those details. Here, the extrusion is probably
going to be our best bet, But then move it
around because we do need to capture all of this. This is where things
can get a little bit, a little bit tedious. Go, go, go. There we go. I'll just fix all of
this vertex right here. Uvs for this things
just are also going to be quite a complex. That's why when you see
like games and stuff, nowadays, a lot of this are
like assets, are not hollow. They have like a cap and
there's just overlap. It saves a couple
of polygons by not having to do exactly this thing
that I'm doing right now. I'm going to make this
a triangle as well. Again, not worried
about triangles. Why? Because it's the
thing that's not going to deform it,
not even the horn. The horn will never deform. The horn is deforming, we're probably doing something wrong. It should be a hard
surface sort of thing. There we go. As you can see, this
keeps going down. Here. You can see that some
parts like this, there's a little bit
more depth to it. You want to be super
precise about that. You might want to capture
that depth as well. So for instance here, this is already telling
me that we might not be smoothing this
particular mesh. Because if we do, it's
gonna be really heavy. It's becoming quite
heavy already. With all of this
detail, it could become way, way more heavy. I would rather just go
and add a couple of extra edge loops here rather than smoothing everything else. So for instance, just adding
one more edge right there. Maybe adding one more
shoot right there. See how smooth or the
horns are looking now. That might be a better solution rather than smoothing
everything because we're also going to lose a lot
of the sharpness that we just captured on the little
like a link and stuff. So let's just take a quick
look at how the element looks. Of course, we're gonna do a
mesh display, soft and edge. What we will see in game, and I think it's fair, like it's, it looks fine. It captures what we
want and it's doing the sort of it's fulfilling the goal that we want or do we have for
this particular piece? So, yeah, that's that's
pretty much it, guys. I'm going to stop the video
right here because we're already at the 15 minute mark. I want you guys to give
it a shot and start moving with this because it's definitely going to take awhile. And in the next video, I'll just continue
working on this piece. We're going to
continue working on the details here of the horns. So hang on tight and I'll see
you back on the next video.
21. Horns Details Retopology: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the horn details. We're going to continue
with this metal bit. I did like draw a couple of extra squares just to
finish the, the main shape. And before we finished
a little loops. Sometimes this is more like a mental thing rather
than a 3D technique. When you feel like you're moving faster than you had you are, it keeps you motivated, right? So even though we need to
finish this little loose, by moving on to this
part of the horn. Finishing this lower section, that's gonna give
me a little bit of extra boost to finish this. This is also one
of the suggestions that I give my
students when they are approaching or doing
a project that's a very, very demanding, are
very time-consuming. If you feel like
you're not advancing trade to do the easy
parts of the project. And the AC model and
Nietzsche texture, something that just allows
you to see the finished line, gets closer and closer. That's a good way to
keep yourself motivated. Because since it does tend to be a little bit
of a tedious work, especially here and
read topologists we've mentioned being able to
keep your spirit up. It's, it's a good idea. I also recommend
getting your favorite. What's the word your
favorite music? If you'd like to
snack while working, or if you'd like to
drink a soft drink, of course, such as lemonade
or a Coke or something. This is a good moment. Anything that can keep you
focused on your, on your work. There's a technique
that I also use. I use this quite a bit while recording all of the sessions, which is the Pomodoro technique, which is you go for a, you go for a, let's say 15, 2020, 5 min work and then
you'll rest for five-minutes. That also keeps you
like quite the, quite the refreshed.
So here's one thing. As you can see, I
added a couple of triangles in this
section of the element, but we need more geometry. However, I can insert another edge loop because it's not going to work properly, but they can go to my
knife brush and just cut across and that's going
to cut even the triangles. And it's gonna give me the
resolution that I'm going for. So the knife brush
works really nicely in conjunction with the
quadro over here. To be honest, since it's a part of that we're
not going to see. Easiest way to solve
this is just mesh. Feel home. Grabbed the face, Edit Mesh and poke. There we go. So with that, we're pretty
much finished with the horn and that we can focus on this
little loops right here. So we use the six divisions
on the other loops. So I'm gonna follow the exact
same number right here. So that's 3333. Here we go. And then we're gonna go
over here. There we go. And there we go. Remember that this
is camera base. So sometimes you're
going to have to move or rotate your camera
a little bit so that the Maya knows how to, how to properly create
the things that we want. Here I'm going to show
you another trick. I like using this, especially
for this sort of things. Just breach. So just double-click
Shift, double-click, Shift, a double-click and we bridge. And that's
gonna give us that. If that happens, don't worry, just assign the same material
and it should be fine. And that will allow us to, to work on that part
a little bit easier. Here again, we're
probably going to have to triangulate a couple of bits. We're definitely going to graph this saturate here
and bring it down. Go isolationist so we can see what we're
doing. Here. We go. Just a couple of triangles
here and there, that's fine. And a couple of triangles
here and there. This is a very common patterns. You're going to see every
topology where you have corners just going
to the main area. The one thing I don't
like about this one, as you can see, it's like really pushing
it up due to the sort of like welding details
that we gave it there. So we want to keep this
as close as possible. Otherwise we might
get some ugly Bakes. And of course that's not what we want for the final
ones right here. So there, there, there. That's 12,345.610. Careful with those
crazy points that we get sometimes 2 345-612-3456. That one goes pretty much there. And that one goes there. We go back to object mode. Grab those six,
grabbed the sixth, and we just a bridge. There we go. We can
even reach this one as well from here to here. And just to help us a
little bit on the process. And there we go. So we'll go there. Triangle, triangle. Again, this thing, so it's
floating a little bit. So I'm just going to move these points closer
to the surface. There. There we go. There we go, and there we go. Cool. So as you can see, now, this horn is ready. We again do a mesh
display, soften the edge. And then this is what
we would see in game. Again, you're not
going to have like a huge amount of density here because
it doesn't make sense. Like look how small doses compared to the rest
of the character. Like even if we just turn
on our low poly characters, like this is the normal, like maybe on the close-up you're gonna see the
character like this. Do we want to spend
even more polygons? They're not really so we're not going to
be smoothing this. You can also see it's
really close in resolution, not the exact same, but
is really close and resolution to our
smooth character. But again, you need to make sure that you
understand where you're adding the divisions and where you're keeping things
a little bit lower. Now for this one. So once a tricky one, the
first thing I'm gonna do is I'm going to add one more
here and one more here, similar to what we did
on the other horn. And the reason why
I'm saying that this is a tricky one is
because we actually don't want to pay too much
attention to the bandages. Well, I'm gonna do here
is I'm going to hit the border of the bandage. Following this thing right here. We might need to increase. So for instance there with
my knee they eat triangle, okay, to, to capture
this elements. But all of that negative
space right there, I'm literally going
to ignore it. Okay? Again, this is not such an important detail that we need to worry too much about. I'm just going to ignore it. I do mention this
quite frequently when we're doing the
main character is like try to keep this like
floating bits as separate. This bustle we don't want
to have as many of those. They tend to be or they
can create some issues. And this is one of those issues where we're going to
have to literally jump across in order
to capture this. Now, now that we jumped across, I'm actually going to
go in a little bit, especially on those areas
so that we don't have any wrong silhouette
going over there. But all of those bits
right here, i'm, I'm literally gonna ignore them. As you can see right here. I'm just following the
shape of the horn. And I'm just going to continue going like this. Why
am I doing this? Because this thing is
supposed to be really close to the upper surface
of the horn, right? So all of this detail is going to be captured on
the normal map. Yes, we won't have as nice
of us whether we could have, but we're also not
going to spend a tremendous amount of polygons on something that's so simple
as this cloth thing, right? On the hands and the chest, where the belts are a
little bit more important, we might spend a little
bit more resolution. We need to decide
and we need to be very mindful about mindful of the world war or conscious
when two very conscious about where we spend our
topology budget. And this is not one of
those places like all of this can easily
be done like this. Will we get a better base or
a better result if we were to do the horn as a separate piece
and do the bandages for some British, of course. But again, since we have
so many accessories and so many points already on the character and we're
still missing a lot. We still need to
do a lot of them. This is a really important approach that
we need to follow. We're not going to be
doing every single bit. That's another one of
the reasons why I kept this thing as close as
possible to the surface. This one we might like, I'm even tempted to go back into ZBrush and just push it
up a little bit more. Because this floating bed right there, that's really tricky. It can produce some
really weird base because this bit right
here is flowing. Another option
though is we could just like that single thing. We could do it as
a separate piece and save ourselves a lot
of trouble. In this case. I'm going to do it like this. Just to show you
that we can do this. I'm literally going
to ignore it. So there's gonna be faces here. And we're going to have
to bake that piece down. If I tried to bake
this right now, it's not going to give
me a good result. But once we calibrated that, I'm sure we can bake this in so that we don't
have to worry about the topology on
that particular piece. Then we have two rooms, just
a matter of rebuilding that. But again, that's why I mentioned that hanging
bits and anything that changes what is
always something that needs to be considered when
doing a retreat bulge. But that piece right there,
which is also floating, we might have a little bit
of an issue with debates. We've already talked about
the way we can handle that by increasing the distance at which the rays are
looking for things. We're going to be able to
break these things down. Cool. So let's just have the
final border right here. We go. There we go. I feel like a little
bit extra geometry here might not be a bad idea. See how, how thin that area is. I'm just going to
add the edge loop and just smooth it out
a little bit over here. And then this h, of course
we're just going to say mesh, feel hall, grab the face, Edit Mesh, Polk. There we go. Now this is the
shape that we're going for. As you can see, it
holds most of it. And we have something
that we can work with. I'm just going to say Mesh, display, soft and etch. Now, since this is a
tricky bit or peace, like both of these guys
are tricky pieces. It's not a bad idea to do
a little bit of tests. We can do a test. So
I'm going to combine these two guys into
a single mesh. Though the history, this
is going to be called, these are called horns
underscore high. Let's export those
File Export Selection. Let's call this
horns underscoring. High. It's very important that every, every now and then if
you need to do this, it's perfectly fine to do it. Just do a quick, a quick, a quick big test and see
how things are looking. If they're looking
nice on a fork, a texture for just two horns, it's gonna look perfectly
fine once the UVs are smaller and sharing the space
with every other piece. So the one thing we need to
do here though, is that UBS. Let's isolate this guys. I'm going to say UV delete UVs, UV planar mapping, or
camera based projection, whichever you prefer, uv 3D cut. And the cut is gonna
be very, very simple. We cut the bottom part
of this guys right here. And in this case, for
instance, this guy right here, just along the surface
all the way to the like, the pointy bit like there. That should be more than enough. This one is the one
that's gonna be a little bit different because
we do need to cut the inside of
this things out. To be honest, I would cut the whole thing out like
the whole level like loop. It's kind of like a, like
a little cylinder, right? So we got this
little cylinder out. It's going to be the
front and the back. We're going to have to do
that for every single one. So we do that one
there and there. So that's it from the back. We did that one. There. There,
there. There we go. It's cut. Then we need a line that goes
through all the objects. Well, so something
like this, like that. This is not the
final UV we're gonna do cleaner UV's later. This is just the very
basic one control. You control L. There you go. You can see we've got
a working UV again, not the Perfect UB, but they're working UP
File Export Selection. Let's just call this horns. And I'm going to bring this into Substance
Painter real quick. There we go. File. We're going to do a new one. Like horns, open
textures that settings, go to the big mesh maps. Let's make this a fork, a super high-res Horns. Hi, there we go. And I immediately, it's super obvious to me that
we're gonna get some errors, but let's just do one quick base so that we can see the errors. There you go. You can see where it's cutting. All of those like shadows
and we're areas that's the rays that are not getting
all the way to the top. But everything else looks quite nice as you
can see right here. We're getting some interesting
effects here and there. And that looks
perfectly fine like, I know we can texture this. Yes, it's not the most like amazing looking
band the tray here, but this is such a small detail that we really don't care. I'm going to increase
the max frontal distance in this case because I
know that that's one. I'm gonna increase their
maximum distance a little bit. And the max rental listings
a little bit more. I'm worried about
this area right here. We bake. There we
go. Look at that. We're catching the bandage. So even though the
bandage is floating, we're making it so that it looks like this thing is
actually there. Okay, so that's why
we don't have to worry about all of
those other details. Look at that beautiful.
It's a beautiful beak. That's great. Works perfectly
fine. Like if you see the character
at this distance, it looks perfectly,
perfectly fine. Yes, there's a couple
of weird areas like this guy right here. Again, textures are going
to make a great grade. They're going to help quite
a bit. Look at this guy. Now, this is one of the unfortunate consequences
of doing what we just did, which is increasing the race. This guy is right here, the face of this right
here is actually baking a little bit of
the face right there. Am I worried about
that? Not really. We can of course, just like paint out that bit
of normal map. And it shouldn't be that much
of a problem we can do to Bakes and then just
mix them together like the correct pig here
in the correct BIG here, we can even separate
these two guys into different meshes and bake
each one separately. And that way we avoid having this exact same error over here right now while I'm
taking a look at this, the horns like I want
to make sure that horns look as nice as possible. And to me this looks
perfectly fine. I would like to go here
to the smart materials. And there's one that's called the this marble fine
marble, final white. This is a great way to just like throwing a quick texture. Look at that, look at how much detail we're gonna
be able to get, then it's gonna be
very difficult to see that sort of stuff because
it's gonna be cupboard, it's gonna be filled
with Russ, For instance. Like if we throw in another
quick rust layer here, just a black mask
generator and we do like a church layer that's going
to cover everything but most of it or at the worst
possible case scenario, you can just literally go in
there and painted ourselves. And it's gonna be very,
very difficult to notice that there's
an error there. Again, at any point inside
of Photoshop, for instance, we can just paint out
those specific elements. But yeah, that's pretty much it, guys. I'm going to close this. We don't need them anymore. This is not gonna
be the final big. So our horns are ready, which is get them in there. And if we take a look at the whole character as
well, we have right now. Just turn off the horns. We pretty much have all of the upper things that
we need right here. I'm taking a look at
what else we need for this chapter and I think
we need the mouth. I'm going to explain how
we're gonna get that one. We've already done the horns, and that's pretty much it because we mentioned
that the beard, the side of your
eyebrows, masstige, all of this beer
things we're not going to use after this. It's all about like arms,
pants and stuff like that. So in the next video, I'm gonna show you how
we're going to get the mouth out of the character. And that's it, the ice. That's another thing
we're gonna do the ICE way later after we
finish the whole texturing, I'm going to show you my
process for doing gameplay, the game ready? What's the word performance? Performance, wise, good
eyes for her characters. So yeah, that's pretty much it for this one so far, my friends, I'll see you back
on the next video where we explored the mouth and that's pretty much going
to be it for Chapter two. So hang on tight and see
you back on the next video. Bye bye.
22. Inner Mouth: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the math topology, and this actually has
to do with ZBrush. We're gonna go back to ZBrush. If you remember, we were, we had this or like a proper
size character right here, I'm actually going to
save this one so you guys don't have any issues
with the high poly. So I'm going to save
this real quick. This is the high poly know decimation, proper
scale character. It's really, really big hits
like 3 m higher, something. We can scale that down later, but this is the one that we're
gonna be using for debates and for everything for
re topology specialty. So if we go to the mouth, which we do have right here, this now that we
have right here, was actually a mouth that we
extracted here from C brush. If you remember from
the last project in the tools folder,
we have this header, the demo had soldier, and we have this
very nice mouth, which has the tongue
and the teeth. The teeth and the tongue. Everything is a single mesh, which is great for us as
you can see right there. And we really didn't
sculptors much or anything. I usually don't do a lot
of detail on the teeth. Most of the work I do it
instead of texture to add a little bit of dirt or
lower the blood if needed. But teeth and eyes are one of those things that
inside of production, you usually will swap
between characters. Like you're not gonna do a single set of eyes for
every single character. Like you're going to use one,
you're going to create one. I said, maybe add some sort
of like customization to the color and then just reuse that for as many
characters as you can. Unless you have something
like a vampire or a snake, where things are a little bit
more important than yeah. So here, as you can see, we already have the high poly, which is this one right here. And we have the low poly,
which is this one right here, which is quiet enough geometry. So that's more than enough
geometry for the teeth. And what I'm gonna do is I'm
just going to export this. The Readtopia. We're going to call
this thyristor mt. That's perfect. Okay. Then I'm going to
press D a couple of times to go to the
higher resolution. I'm going to export
this as well. I'm just going to call
this thyroid mouth high. And export again. We go back here File Import. And we import the mouth, File Import, and we
import the mouth high. There we go. Now you
can see that the mouth low actually didn't work. It didn't work. Why
didn't it work? Because we already have one. And when you already
have an object that has the same name as the, as the rest of the objects, you get into issues. So I'm gonna re-import this. I'm going to say File
Import, thyroids mouth. There we go. So this guy right here has the low poly version of
the mouth and the tongue. So I'm going to call this thyristor mouth underscore load. That's why the names
are so important. You can't have an
object with multiple, you can have multiple
objects with the same name. And then we're going
to say File Import, thyroids, mouth, Hi. He has the same name. He was replacing the other ones.
Just call this high. And that this high that
we have right here, it's actually going
to be the height that we're gonna
be using too big. So this one goes into our
hypotenuse like ready, they're ready,
high-quality that we have. This is our low poly,
very important. We're gonna grab both of them
even if we can't see them. And if we go back to the group, we're going to copy
this value right here. And we're going to move them
all the way to the top is very important and
we want them to be exactly on the same position. So if I were to
turn this guy's on, they should be exactly where
they're supposed to be. So there we go. This guy's off. Let's give this guy it's
own, like Lambert material. There we go. And the teeth are perfectly
set up to work as intended. So yeah, that's that's
pretty much it. I do think the mouth is
sitting right where it should. I remember I was I was very
careful when I placed this. But the cool thing about having a different mesh for the mouth, even though there's
overlap, That's fine. The cool thing about
having a different mesh is that we can move it around. So if we want the teeth to see the little
bit higher or lower, we are going to be able
to move those later on. But there we go. Look at that. The top part of our character
is free, the image done. So we're going to jump onto the next section
of our character. I know we're still missing the
straps and all that stuff, but we're going to leave that
for the prompts chapter. We're going to move
to the next part, which is gonna be the, the arms or the
bandages that we'll have here on the
other character. So we are going to do
the hands first answer, really, really important that asset of the whole character. So we're gonna do
the hands first. We're actually going to
do the hands inside of Blender because we're gonna be using some of the tools
that we have there to accelerate the process
a little bit more. And then we're going
to come back here to complete the complete
the remaining part, which is all of this arm badges
that we have right here, since they're all loops, I think I think
we're going to keep this as their individual assets. Okay. Although another
they think of it. That might not be the best idea. No worries. We'll talk about this on
the next video, guys. And so make sure to
get all the way to this point and I'll see you
back on the next video. Bye bye.
23. Hands Retopology: Hi guys, welcome back to the
next part of our series. Today we're going to
continue with chapter three and now we're
gonna be focusing on the arm section of
the characters are a couple of bandages and
things that we have to do. And of course we have the hands. So I was mentioning the, um, I was thinking about what was the best way to do the Hansard, to show you how to do the hands. And there's a couple of options. So first of all,
if we take a look at the high polish,
this guys right here, we need to see if we can completely breached
both elements because we already have the
low poly for the body. And it might be a
good idea to bridges even if the textures
are not complete here, which does not like the mall
is not like merged together. As long as we can
create a single cage, that's going to be fine. And I think that's
the best approach that we can do right now. The reason being that even though we're going to
have the bandages covering and we want the body to be
one single unified topology. So that means that we need to do the hands right
here before we jump onto the onto blender
to do the hand so I can show you cool stuff. I just wanted to go
back to my low poly and I just want to count how
many divisions we have here. So it was 24, which tells me
that if I'm not mistaken, we had 12, right. I think I had 12 divisions. Why is the 12th
division important? Because since we're eventually going to be some meaning
of this guy as well, we want to keep it low so
that when we smooth it, it's easy to connect both
parts of the character. So we select the hands. Now, the hands are symmetrical. I remember them, I remember
doing them symmetrically. So if we want to reduce
the stress on the blender, we could export
just a single hand. In this case, it's
not even 100,000 polygons, so it's
perfectly fine. I'm just going to
export the selection. We're gonna go to the 3D topo
chain or to the tuple here. And we're just going to
call this thyroiditis. Hence. We're gonna go to Blender. Now some of you might
be like, why are we going to plan there?
I hate Blender. Blender is socks. It's not that it's sucks and I
don't think it sucks. I should think it's a
really strong software. And especially if you can
see after we do this, the way we're going to be able to very
quickly do the hands. S just like MAC. You guys are not
going to believe it. So here's what we're gonna do. We're of course going
to go to our project, to our Readtopia files and we're going to
bring it into hence, they should have
the proper scale, which in this case they do. Again, if we want to reduce, I think I do want to reduce the the general problems
than we might have here. So I'm just going
to grab one face. I'm going to press number three, grab one face and there's the L shortcut,
which is the linked. I'm going to press
X and delete faces. That way we pretty much
delete all of those faces. We select this guy. And now we're gonna go to reopen flow. And I'm going to say Add active. It's going to create a new
repo for a file screen, a temporal file, because
I haven't seen this one. And we're good to go,
we're good to start. So why is it that
I want to do this? Well, because it's the loop. So guys still loose stools
is just so amazing. I really hope my one of this soon because
it's just so great. Well I'm gonna do
here is I'm literally just going to draw a loop. Give me just 1 s here. Since seem to be working loops. Hey, why can I see the loop? That's really weird. I'm not sure if it bugged. That's weird. Oh, sorry, sorry, sorry, my bad. It's not ellipses the contours, the contrast is the one
that I was taking a bath. So you do this as you can see, I just create a line
around the wrist. Especially if I
follow the direction of the wrist like this, I'm gonna be able to control
how many loops I want, which if you remember, we
just mentioned we want ten. So we could do this
and look at that. We immediately get a ring
instead of having to create the cylinder and then do all of these
movements and stuff. We just do that, just
10.10 and that's it. And I'm gonna do the exact
same thing back here. So I'm going to press Control on the border of the thumb and
I'm going to bring this all the way down to 88 is like the magic number
for four fingers. As you can see, I
can very quickly create the fingers section. Same thing here. Let's make sure to click
outside of just changed Tools. Click outside and then just
go back to the contours. One. We bring this back to 102. Sorry, not 108. So
two, like three. And to the tip like that for we're going to move
some of these guys, don't worry, this is not the final way that they're
going to be organized. Then again, just
click somewhere else. Go to contrast again. Go control. There we go. We go to 8888. Then double-click. Imagine having to
draw all of this like normally for the fingers inside of Maya, I will do like this. Square options like
just the blocks and then divide and smooth. It just takes forever. If you're doing this
with every tuple flow, it's so much faster. As you can see, I'm moving
the camera a little bit. So we tried to find like
the perfect section. There we go. That's it. We've just finished the main section of
the fingers again, we're going to smooth
this out because we do want the fingers
to be a little bit denser than usual. And then
we're gonna go from there. But I'm going to
show you now we're gonna go to the polypeptide, how we're going to build
the tip of the finger. So for the tip of the finger, we're actually going
to push this guy back a little bit so that we can go to create
this loop like that. See that? So we close the tip like this. Like a box. You
know what I mean? It's gonna be this
low point there. And the reason why
we're doing this is because on the center line here, where two fingers meet, we want that central line, which is this one right here, to be breached when the next
center lane, that way again, when we do our topology, we're going to be able to read topologies is
really, really, really fast. So that's the central
line right here. We keep going. That's
the face right there. This one goes over here. This one over here,
this one over here. The little point as close
as possible to the center. That's the middle line. We go from there to there. Hopefully you guys can
see what I mean by this. They were creating a
line that's going to cut through the center
of all of the fingers. And by doing that, we're
going to save ourselves. A lot of pain on the UB process. Definitely need a little
bit more resolution under the fingernails and on the
bed of the fingers and stuff. That's fine. We're going to
adjust all of that. We just want to make
sure that all of these guys are flowing going
in the right direction. There we go. The center here, select the edge control. Switch to the next one. Select the edge and
control. There we go. Now from the thumb, this is a tricky
one because again, this is the phase, right? Sort of like the loop of the
phase that we're going for. Careful there. There we go. There we go. There we go. This is the middle line. This middle line,
we'll do a jump. We're going to do one. And then we're gonna do two. This is important because
these two guys right here are gonna be part
of the loops that are going to mark the difference between the connection of
the fingers and stuff. Now we need to do a little
bit of clean up here. So we might need to move
some of these bits, a little bit here and there, try to make sure that
they're following. For instance, on
this guy right here, you can see it's not really
following the, the line. So here's where the tweak
brush. It's really good. Just tweak. This. Falls a little bit nicer. And I personally like to add
two loops to each section. But in this case, again, since we're keeping it low poly, I think one loop
should be more than enough because we're
going to smooth it. So I'm going to add the
one loop to each part. And when we smooth it, you'd have doubled the amount of
edges and all of the fingers and that should create or encompass the
curvature a little bit better back in the day when, again, when, when performance was really important
and we didn't have as much geometries where we
can do now with characters, there was a very common
technique would, you would add three loops on the bendy part of the finger. We don't do that anymore. Mainly because again,
we have all of the technology available to, to be able to have
way more to botch. So let's go with
the Polly pan and we need to complete
this part right here. And what we need to do
is we need to create a loop around the thumb. So I'm going to change my
colleague pen too quiet only so that we can do this script just the point they're gone, go. Very, very important that
we complete a loop here, which kind of like the path
that we have on the finger. Here we go. So see how this is the loop. So this guy should be attached
to that guy right there. And I know this is stretching the thumb a
little bit too much. But again, think about the, the, the eventual, what's the word smoothing
that we're going to have? And that should help us
with the intensity there. From here, this phase will continue a little bit like this. And eventually, as you
can see right here, we want at least the
central line of the finger. At least the central
line of the finger. We want it to go
there like that, at least one line. Let's see if we can
bring it to here. So a little bit
stretched for my taste, but we can do it one
loop right there. There we go. And why
is this important? Because eventually again,
on the UP side of things, we're going to cut right there. We're going to cut
the head in half. So we want at the central
line of the fingers, which is this two
lines right there. Let me use a tweak here. Is this two lines right here. We want those to connect to the side of
the finger right here. Here things are getting a
little bit too stretched. So I'm going to just relax them and move them
a little bit if needed. We also need to have
with the loops, one loop to the thumb, something like that.
And there we go. Now comes the interesting part. Here, we want to start bringing all of
the loops that we have on the fingers back into
or towards the hand. The problem, as you
can already see, is that we have a law, the divisions and
the fingers, right? Like we have a divisions
for each finger and we only have ten
divisions on the wrist. So we're gonna start to do, or we're going to
have to do a lot of simplification methods. So I'm going to show you
how I like to do it. First with the PolyPhen. I'm going to bring out one loop. So the first loop, we're
not going to simplify, we're going to keep this loop. Why? Because I want to have
enough resolution here on the knuckles and stuff for proper deformation
and everything. All of this first loop, it's just gonna be
exactly the same. So it's gonna be like
eight per finger. Pretty much. Go there, there. There. That's having a little
bit of an issue there. There we go. There we go. We can push it up a
little bit like that. Now here, let's do a
little bit of relaxation. Here. We're going to start with
the reduction process. And the way I like to do is, is following this
section that we have in the middle
of the fingers. So I'm going to use
my polyp and again, I'm going to bring this out. I'm going to bring this out. I'm going to bring this out. Same thing on the inside. We're going to bring this out. The second rank, like this are to the second,
to the next line. And what's going to
happen here is we're going to bring it out again. And we're going to push
the vertex out like this. And as you can see,
we are creating this interesting
effect where we create this loop that
saves us or should save us quite a bit of space. Yes, we're gonna get
a couple of stars, but they're going
to be closer to the knuckles and
there to the fingers. So they're gonna be
on sections that the fingers usually
don't bend as much. Some people would like to
bring this all the way to like this upper side.
I think that's fine. Because again, that's
another section that you would normally bend as much as you can see. We're reducing 3-1. So it's really, really heavy and
interesting reduction. We go here. This one goes there, which is bridge, goes
there, and we just bridge. As you can see, we finish. The reduction to four. Over here is where things are gonna get
a little bit tricky, but let's finish the reduction
on this inside part first. I also like this this section, this palm section right there, to use it as a reduction place. Because the same sort
of what's the worth. The same sort of fold that
naturally happens on the hand, really helps with this sort
of thing. There we go. See how natural this just
falls down right there. And all of this extra
geometry that we have here is gonna be really
helpful for the elements. Now here, I'm not sure what
calculation I did wrong does. You can see we need
one more resolute or with one more option. Here's where I would
definitely use the knife to add just like a little triangle
right there. Okay. Because I don't want to have the triangles close to
where the fingers bent. I'll rather have it here
on the inside of the pump. That way we should
be able to go there. Horses to the side a
little bit. There. And there, we can relax
that area a little bit. For this one right here. And again, once we smooth, all of that is
going to disappear. So I'm not too
worried about that. Let's go to the pen. Push this out. There we go. Push this out. There we go. There we go. There we go. Now, as you can see, we have a couple of
faces over here. So let's start bringing them. So that's the natural
flow of that phase, that's natural flow
of that phase, natural flow of that face. And again, we'll
just keep going. Just follow the natural
flow of the faces. We're gonna encounter
a couple of fishes. And this video, by the way, it's gonna go a little
bit longer than usual. I apologize for that,
but I want to keep everything in the
in the same one. So as you can see,
this three can pretty much very easily fit at
this section right there. Then this one, again, since we don't want this
thing to flow into the hand, we just had one more
division there. And this thing is going to
flow right there. Here. We're going to have our
typical star, which is fine. Just go like that. Here we have another division. Let's just add the
loop. There we go. We've got our polypeptide 12. And here we can
decide, do we want to bring this with
another loop or not? I don't think I want
to add more loops if they're not necessary. Because otherwise we could
be creating spirals and we know how dangerous those are. So let's just fill
this in a little bit. They're there. And for instance, here
we need to increase, we need to do any increasing
or increase the divisions. So we do the thing that we
already know how to do, which is we create this funky
little shape right here. And then from here we'll
just create our extrusion. And we just follow, follow the flow as
nicely as we can. Okay? Falling nicely. Here we have the center line and we mentioned that
we do want to try and keep the central line flowing as nice as possible to this area. So how can we do that? Well, we can do a little
bit of reduction. We can do a loop right here. That one goes there. Here we reduce and we just keep a small little
triangle right there. There we go. Remember triangles are not bad, especially on those areas where they're not gonna
be moving as much. And this allows me to have
one very clean straight line all the way to the to the end. Same thing here. Like, I don't like that,
That's the way we too extreme. So prefer a triangle
right there. And I prefer a
square root there. We have to, and we have three
here. Can we do something? Yeah, we could simplify it. Over here. The triangle, they're hidden
under the palm of the hand. And that way with our
poly pen should be able to just do this. Now here, can we
do something here? Do we need to add
another huge loop here? Now, let's just
draw the triangle. In another triangle. Let's go from there to there. For instance, the PolyPhen. We're gonna go from
there to there. And from there to there. Over here. Same deal triangle,
perfectly fine. And there we go.
Our hand is ready. So it took us 20 min, a little bit less than
20 min to finish a hand? Normally a hand would
take me I don't know, like a full hour to be honest, because it takes forever. But thanks again to the
contours, the polypeptide loops, all of the tools that
we have right here, this hand is gonna be
perfectly, perfectly fine. Let's very quickly
exit this thing. I'm going to grab the object. I'm just going to
export this file. Export FBX. The top project assets. We topo, remember
we use the BR t, so we're going to
use the same thing. It's going to be
called thyroiditis. Hands of ERT blender read topo, selected objects only.
Don't forget this. Selected objects.
Only very important, I sometimes forget and it's, it's awful when that happens
because then you reinforce things over here and you import a lot of stuff
that you don't need. So we import, hence BR t should be exactly
where we left it. There we go. Look at that
beautiful, beautiful hand. And now it's just a
matter, of course, it's moving smoothly. We select the hand. We made the hand alive. And look at the resolution
of the hands. This is great. Have enough topology and enough
everything to really move things around and bend it and create a nice, nice animation. So we grabbed this thing and
we'll just say mesh conform. And look at how nice
we follow the forms, the knuckles again, if a reader gets this, this
is more than enough. We don't need to add any of the fancy loops or anything
should be more than enough to create the information that we're expecting for a hand. The final part with the hand is gonna be joining
these two things. But as you can see, since
we follow this perfectly, we have 20 sites right here, and we have 24 sides right here. We missed one face. I think I missed one
face, but that's fine. We're going to delete
this guy right here. Maybe even this guy right here, to be honest, we're going
to combine these two guys. Well, first of all, I yeah, that's fine because we're
going to just delete. This is where the
symmetry line is so important because we can just delete the symmetry line and then delete half the character. We're gonna grab both objects. We're going to combine.
The easiest way to fix this is just go
to a place like this. Collapse one face right there. Just kind of like make
sure that they line up. Same thing here. Just collapse that face again. So Mesh tools or
Edit Mesh collapse. And then you select this
edge and this edge. It should be the same amount of edges. And we just bridge. We have 20 edges here and we might need to
collapse a little bit more. Let's collapse like another
one right there and there. So you can mesh tools. Mesh collects. There we go. And now we've reach a little bit the
firm funky thing right there. No big deal. Let's add two divisions. There we go. I'm just going to assign existing
material numbered one. And you can even without
having a like anything here. Because we've really
tried to smooth, it's going to look wrong. But if we just relax this without having any like
life surface mesh, it's just going to relax the whole topology a
little bit as well. So it should merge things a little bit nicer
and look at that. They really, really, really clean effect
this triangle is right, there are not going to
affect us whatsoever. And the reason why
they won't effect this is because they are in an area
that's not going to bend. The area that bends is this
area right here, the wrist, these are right
here is pretty much always a solid object. So Mesh display, Software nach. There we go. We can mirror
this to the other side. And we have our hands
ready for our character. So yeah, that's pretty much
it for this video, guys. I know we went a little
bit longer than usual, but it's a really important
part of the process, the hands and they're ready. As you can see, this fronts
are looking very nice. They don't look like
pizza hands or anything. They look quite, quite
well-built and die. In the next couple of videos,
we're gonna be focusing on the armor bits right
here, all of the species. So hang on tight and I'll see
you back on the next video. Bye.
24. Hand Armor Retopology: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the hand armory topology, which is this
bandages right here. Well, all of this
bandages and the big P, little bit of armor that
we have right here, we're actually going
to jump into ZBrush. This is why I wanted
to do the series. When I started planning. It's like there's
so many ways to do things and it's not unusual to jump from one
software to another to generate all the things
that you normally need. So let's close. We're back to the high poly
version and then we go to the beam is here on the folder under the
arm bandages. There we go. So if we take a look at all of the armband that just when
we can start with the armor. This armor we did with
DynaMesh and stuff. So this is one of those
pieces that we're definitely going to have to manually
read topologies. And we will do this
inside of Maya. But all of the armors like this armband, which
is right here. We actually have some nice
this case or DynaMesh things, but we can use this or we
can rematch these things. Okay, so what I'm gonna
do here is I'm going to get out of isolates select, I'm going to hide everything. I'm going to turn on
all of the bandages. Okay? So all of those elements
are advantages. And then since all of
them are already on the high poly system, on the high poly effect. I'm just going to say a sub
tool, March merchant visible. It's going to be quite
heavy because all of these guys are quite heavy. But we should get
something in nice. Let's see if we can get all of them to be in the
single sub tool. There we go. So if
we go over here, you can see that we have all
of the bandages of the arm. This is the super high-quality
12 million points. This is a super high-quality
effect ready to be used. So what I'm gonna do
here, first of all, this is, again, this
is symmetrical, right? So if we want to
make it easier for ZBrush and for Maya
and everything, we're going to
delete half of it. So I'm just going to hide
half of it and just say, actually if I do delete hidden, I'm going to break everything. The reason why we're going to break everything is
because it's going to have to rebuild a
subdivision levels, just going to delete the
lower subdivision levels. And now I'm going to delete it. I'm going to say delete hidden. So it doesn't have to
reconstruct anything. Now that we have this, this is the perfect opportunity to generate the final
big for this thing. So I'm just going
to say C plug-in that you mentioned master. And we're going to
preprocess current. The reason what we're
gonna do this, well, we're going to decimate and then ramesh is because by decimating, we're gonna make it
a little bit easier. And we're already going
to have the final, if you want to call it that, we're going to have the final effect that
work underneath. As you can see, it definitely
takes a little bit of time. It's 6.4 million polygons. It's probably going to
get a couple of minutes. I'm going to pause real quick. Wait for this to
finish and we will continue. There we go. It took 1 min and 20 s. Let's go back here and we're
going to decimate. I usually like to do
20% estimation for the final bakes because
it keeps most of the detail and it
brings quiet down, as you can see, even
at 1.2 million, I think that's a
little bit too much. So let me try ten
per cent decimation and let's see how
much detail we lose. That's perfect. So keep most of the detail, most of this stuff by the way, we can recover it in
texture or we can accentuate with
textures later on. So as long as we get most
of the cards and stuff, I think we're in
a good position. This is a great, great number. It should have the proper size. I'm going to export this. We're going to export this to our decimated meshes read topo. And this is gonna be
theorise arm bandages. And it's not a bad idea to keep them exactly
as they are right now. I know initially we had
like four separate groups. But the more we can simplify, the easier it's
also going to be. So I'm going to call this thyroid gland are
images, bandages, sorry. Hi. There we go. We export normally.
Technically since we emerged from
the previous one, it should have the proper scale. I'm just gonna do a quick
test to see if that's true. So let's jump into
Maya real quick. File import, and let's
import this guys right here. I'm going to delete them as soon as I finished importing them. I just wanted to
see if they have the proper size. Yes, they do. As you can see right here,
that's the proper size. They're just not in
the proper position, but that's fine. We're
just going to delete that. And now from these
guys right here, we're going to see Ramesh. So the way we're going to
do this is I'm gonna go to a poly groups and I'm
going to say all the groups. This should give one poly group to each individual bandage. And it's important because
we want each bandage to be remeshing in a different way. And they're pretty much all loops as you
can see right here. They're just cylinders. So I'm just gonna go
geometry, Syria measure. And the target poly count
is set at 05:00 A.M. I just going to set this at two a little bit lower and
let's just hit Siri mesh. And let's see what we get. I'm expecting we're
gonna get something good but not perfect. So let's take a look. That's actually really good. That's actually really freaking girth. Yeah, this is great. It's still a little bit
the high like that's 16,000 polygons for
the whole thing. So it's a little bit, I'm gonna go back and
I'm going to set this to 0.52 was a little bit high. I know if I do once
not gonna be enough. So I'm going to try to 0.5 and I'm going to try to
freeze at the border. The border is, as we've
mentioned before, is the silhouette
of the element. And that's what we want
to be more careful about. Something bad happened
there. Let's try one. Let's see if he can
remember the ones. Sometimes when you
go way too low, it's not enough to pull
the border, hold the edge. Okay, so the frieze board
is freaking this out. Let's try one, Let's
try one and see how, how, how good we get it. And not bath, not
for Breaking Bad. I think this is actually
really, really, really good. And this is probably what
we're gonna be going for. I'm going to show you how we can make this a little bit more
efficient inside of Maya 4.6, active points, it's
perfectly, perfectly fine. Yeah, let's bring
this into my app. Let's export. Let's go
back to our meshes here. Arm bandages are going
to be the arm bandages. Low. Gonna hit. Okay, Let's
go back into Maya file. Import our bandages
low. There we go. So I'm not going to move them yet to where they're
supposed to be. You can see this is, again, this is going to work
perfectly, perfectly fine. There's a little bit
of overlap there. I'm not too worried about that because that's
actually what we want. I actually want
some dirt in there to make it seem like they're
part of the character. Actually, I do want to move them to where they're
supposed to be because it's going to
look really, really cool. So let's just grab this guys. There we go. So yeah, look at to see whether
we're getting now, look at that amazing silhouette. Let's turn off the
bandages over here. And that's the silhouette that
we're gonna have in game. I like to press number seven to visualize how
everything's going to look. You can see that that
silhouette right there, like there's just barely like
pushing out of the skin. It's gonna be amazing
for the final result, but this is a little bit heavy. You can see that we
have 9,000 triangles for all of the bandages
and we don't need as many. Are we doing a hold? Most of the things here, but what I'm gonna do
is I'm gonna go to, I'm going to keep the edges
on the border active. But then after those edges, I'm just going to skip one
and select one like that. My nut might even go there
to be honest, There we go. So we can select
for right there. We're going to select four in here and control supreme
or Control Delete. It's going to delete the amount of extra vertices
that we have, right? There are extra edges, and this should
pretty much bring our poly count all the way down. Let's do that one. That 1100 careful here. Okay, So this is one of the problems of
using serum measure. As you can see, this one
right here is a spiral. So that's a no-no are going
to have to fix that one. Let's keep going to
the next ones and see if we also get spirals or not. Since we were Seems like we were only on lucky on that
one right there. I mean, it's parents are
not the end of the world. Like we can we can
work around them. They're just really
uncomfortable to work around, to be honest. So Control, Delete, Let's
delete all of those guys. You can see how careful there. There we go. Delete. Because we still
keep most of the, of the silhouette without
having as many elements. 0 and other horrible
spiral there on my goth. Get two spirals, this guy
and this guy right here. Unfortunately, the
only way to fix the spiral is to go
back into ZBrush. Because yeah, this
is just a spiral. Again, we can work with this. It's a little bit heavy, which I, of course don't love. Let me first finish. This guy is right here. Let's the spiral guy. Go. See other spiral guy. This should be the final. There we go. So yeah, it seems like
this guy right here, which is a spiral guy, right? Yes. And this guy right here, they probably got that due
to the way that they were. Like re re-interpret the right. So I'm gonna go here. Let's just wait for
this to process. We know which of those they are. So I'm going to Control C. I'm going to select
is this one right? It's this one. Invert the selection. And it's, if I'm not
mistaken, this one, it's actually it's this one. And this one. Those are the ones
I'm gonna see delete hidden to delete the other guys. And we're going to see
Ramesh, this case. Because now if we don't have to think about
the other ones, sometimes that helps the
overall process for ZBrush. Okay, So you can see
that we're getting this or like weird
artifacts right there. And that's probably
one of the things that's causing the spirals. So let's try bringing the
poly count down to 0.5. Let's see if we get
a better result on this one's worst-case scenario, which just gives the spirals and the worker random not ideal. So let's hope that we get some cleaner effects right here. Okay, that looks a lot cleaner. One way we can check is
by going into C Mandler. If we go into Insert Edge Loop,
there we go Look at that. See, when we insert
that edge loop, we're only inserting
one specific place is not going in a
spiral fashion. So there we go. So I'm going to say export. Let's go back to
our assets here. Let's call this our bandages. Fixed low. Okay, we go back into Maya. Let's select our guilty
elements and just delete Dos, file, import, fixed arms. Okay, this is a problem. And the reason why
this happened, actually let me not gonna
be able to go back. That's a shame. So that's a big prompt weight. Is this okay? This is the one there. This is this is our
normal component. Yeah. Okay. So we need to change the name because right
now it's the same name. So just go, just call this arm. There we go. Now we say File Import
and we import the fixed. There we go. Now this guy's, let's isolate
them for just a second. There. A little bit heavier on the on the division
side of things. So I'm going to
really clean them up. You can see I'm
doing a couple of them and then just
skipping one or something just to give you a little bit cleaner,
something like that. One too. And then skip 11 to skip
one-on-one to skip one. And then the final one, final one to skip, to skip, to skip. There we go. Combine signs, the
same material, wrap the number here, and
paste it right there. Now we have clean meshes. She can see they're
hugging the armor piece quite a bit quite nicely. Might need to move it a
little bit like this piece. If we center the pivot point, we went to just rotate
the slider or something, or at the worst-case scenario, after we're done with
the text strings, which you just grab these
guys right here and just move them a little
bit just like that. That should be more than enough. And that's it. Our hand bandages are ready. Of course we're going
to, as you can see, we are only at 6,000 polygons, so we did reduce it quite a bit. We could reduce it even more. I think it's not needed. So, which is mirror
this to the other side. We have the bandages for
our character ready. At any point we can turn on a wireframe unshaded to get an idea of how
things are looking. Let's hide the hands. And you can see as long as
it looks, again, normal, the density and everything, he's not like super extreme, then we're in a good position. So yeah, that's pretty much
it for this video, guys. I'm going to stop it right here. And then the next
one, we're gonna do this a little piece of armor, which is pretty
much the last part. After that, we're going
to do the nails and a couple of the other
accessories that this guy has. So hang on tight
and I'll see you back on the next one. Bye.
25. Hand Detail Retopology: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the hand, a detail or a typology, which is this little
piece right here. Very simple. Again,
remember that this is not the final piece that
we're going to be baking. It's really, really,
really low poly. It's estimated that we
lose a lot of the details. We go really quickly
here to ZBrush and we take a look at
the actual character. You're going to see that all
of the pieces have way, way, way more detail than
what we're showing. Let me show you here real quick. Louis, this one. There we go. Look a lot of those
nice little details and we're going to add even
more details once we get into the into the textures and stuff. But
yeah, all of that. So this, the only issue with this piece is
that it's not symmetrical, symmetrical, but it's not symmetrical even though it's
supposed to be symmetrical. So it's just a little bit of
extra work to make sure that this looks as symmetrical as
possible as we can get it. So it's going to try to
land the points right there, something like that. And even though it
looks like it's a even though this one
looks like it's a square, it's actually a triangle
is sexually square. As you can see right there. I don't need to add as much resolution to
this thing either. We can keep it quite,
quite low poly. And the main reason
why we can do that is because this is one of those things that's
not going to move. It's going to be probably
parented to the wrist. So wherever the wrist moves, we're going to see this
thing moving as well. And that's gonna give
us a really nice, like a heart movement
on the object. And therefore, we
won't need to waste, we don't want to bend this. A lot of times in games
you're going to see this famous name that they give things which is A-band
the armor, especially when, when you are wearing
like a full plate or something like that in games, it's very obvious when the character jumps are just like it does
some crazy movement. The armor bends as if
it's made of plastic. I'm going to try not to do
that with this character. That of course means that our reading is going
to be a little bit more extreme or not extreme, a little bit more complex. But it should give
us a really nice, really nice result at the end. Actually thought this
was symmetrical. It seems like it's not. Or this guy with you is causing some weird
issues. There we go. Let's keep a triangle
there rather. It's not letting me, that's
fine. You can fill it later. We'll just push all
of these lines down. Now, are we going to sub-divide
this guy and confirm it? No. Why not? Because remember, this is a hard surface object. And usually a hard
surface objects. You want to try to
nail the topology from the very beginning so that you get the best possible
shape out of there. There we go. Then we'll
just go over here. And the fun thing
about this guys is that again says there's gonna
be, they're gonna be flat. They're not going to deform. As long as everything looks
clean and cool, That's fine. On the inside or
on the back here. I'd like to just give
you the quick loop around in the push all
of the edges in 11 time. Just to keep things organized. It's not symmetrical or it's not perfectly symmetrical,
but that's fine. Let's do one triangle there
and just mix those together. And this intersection
right here, I might try to have a
central line right there. But it's not mandatory. And then we'll just keep
filling all of the scene. And usually for
this flat surfaces, things just fall into
place really nicely. So as you can see right
there, that's it. That's our, our low
poly for that piece, which is missing this
little triangle reader. Just double-click,
edit, mesh, mesh, feel. Free. Hole. There we go. And that's it. We of course,
delete the history. The history, and we
mirror to the other side. Mirror. It's not mirroring. No object matches. It's really weird. Okay, let's, let's grab this guy right here. Let's hide it. And let's mirror world. Yeah, there we go. There we go. It should be on the other side. That's it. So again, when we move
the hand or the palm, this thing is going to
follow the pump always. Okay. So if we were to
bend this thing, it's going to bend roughly
at this section right here. And this thing is
always going to follow as a solid object you, we shouldn't have
any sort of like Ben the armor on that specific part. So yeah, that's that's
pretty much it for that one. I think we still have
a little bit of time. So let's take a look at the character and let's see what other things were missing. Okay, so I can see the
straps right here. Some of the will have this
little guy right here. So it might not be a bad
idea to explore this already since we're gonna
be using it later on. And yeah, I think
that's said the nails. So we're just
missing this little structure right
here and the nails. So let's, let's use
a little bit of the time that we have right
now to export this guy's, we're just going to export this is that That's perfectly,
perfectly fine. Name just hit Okay. Going here, File Import,
import the weight. Do they know that? There we go. Let's just refresh this. As File, Import, arm
straps, key chains. There we go. So this is gonna be
our high-quality. Oh, wait a second, that looks really bad and that looks really bad
because of the name. So let's just delete
this guy and re-import. So there we go. Should be down here. We need to paste the
name or the name, the value, which
is the distance. Let's of course change the
material to Lambert one. I'm actually going to go
to the Hypershade real quick and just say edit, delete, and use notes so
that we only have the, the materials that we're using. Let's say Mesh display
on lock normals. And the one thing
I'm going to do here is first of all, I want to
create the low quality. This is pretty much the low poly that we want for our element. I might even add a little
bit of a bevel to disguise, to be honest, just
to, just to get a little bit more
interesting effect. This guy right here, I'm a little bit concerned by the fact that it
has a lot of faces. So let's simplify those faces. I'm going to delete those. The lid, this inner
ring, Control Delete. Okay, if it's not letting
me control delete, that means that something
might be broken. Let's just fix this. Yes. So it seems like the
vertice or something or not welded this really weird. Let's do match feel hall. There we go. That's fine. I'm just going to delete, select all of these
faces and delete them. Then I'm going to
grab this edge. I'm just gonna grab
all of the vertices. Seems like the vertices are
on welded or something. I'm just going to say
Edit Mesh and then merge. And that should give
me an edge loop. There we go. I think it's my mouse. I think my mouse is
having some issues. Just going to say
mesh, feel whole. Mesh, feel home. Okay. It seems like my
eyes section a little bit weird and that usually happens when you've been
using it for awhile. So I'm gonna do file
increments and safe. And I'll be back for
the next video, guys. So I'm going to just
close and reopen Maya and we'll finish this
little guy right here. The only thing that we need
to do is fix that stuff, give it a quick babble and that should be at
that for some reason I'm having a little bit
of a hard time right now. There we go. It seems like did recover.
Let's feel hold. There we go. Okay, so lets just grab these two guys and
we're going to say mesh, edit mesh Polk. There we go. Then what
I wanna do is I want to select one of this, okay? Okay, it seems to be the
isolate select option. That's fricking it
out. Okay, so let's just skip one and
select the other one. That way we, again are
going to reduce polygons. There we go. Let's hit Control, Delete. It's going to make a low poly
cylinder, which is fine. I'm even tempted to give
it to just one bubble. I know it's not
really necessary, but it's just going to make things look a little bit nicer. This model bubble there. I'm gonna mesh display on
log normal's mesh display. Hardened edge should
be like quite hard. Actually, I'm going to soften them so meshes
place after notch. And we're going to change the name here to underscore low. Duplicate this, change the
name here to underscore high. And I'm going to
select these faces. This face is this
faces and these faces. And I'm going to
do a bevel to all of those small segments. Let me hide this. Go back to this one. Wow, my is really not
liking what I'm doing. Okay, let me go back
here a little bit. There we go. So let's hide the low poly, grabbed the high poly.
Grab this faces. This face is this faces
and these faces bevel. There we go. Two segments in a small fraction. For this one. I'm just going to actually
got this guys right here. And babble. We go. So it's gonna be our
high poly element. Both of them, we delete history
and we're ready answers. We still have a little
bit of time here. Let's very quickly
jumping to see brush. Go to the straps. This one's right here.
And as you can see, these are actually really
clean and we can go all the way down to the
lowest subdivision levels. And there are already
the way we want them. They're definitely
a little bit high on the subdivision count, on the horizontal axis, but on the vertical axis they
seem to be working fine. So let's call this left
arm straps underscore low. Hit. Okay. Let's go for
the left arm straps. Delete that one because it's
gonna be the same name file, import, arm straps low in port. Let's paste the same number. Here we go. So there's supposed to be
where they're supposed to be or effect. This one's actually
don't have any texture. I remember when we were doing this ones, they don't
have any textures. So that means that we don't
have a high poly yet. So easiest way to fix this is just same process that
we did with the kitchen. Just duplicate this
and call this high. And we're going to give
it a couple of divisions. So mesh just like a
smooth subdivision. There we go. So
that's the low poly, and this is the high-quality. Now for the low poly, we do want to reduce this
things a little bit. I don't remember if
there was a selection to select one loop
and then the other. So unfortunately there isn't
a specific, what's the word, a specific tool inside of Maya, but there's a little
script that they just found that they think it's
gonna be really cool. So I'm gonna show you how
to script real quick. Well, it's not scripting
is just using a code. So we're gonna go down
here to the corner, to the Script Editor and
we're gonna go to melt, which is Maya Embedded Language. And we're going to write
down this one right here. Do, do, do, do, do, do, do it. All of this. So it's poly select,
etch every n, okay, make sure you use capital letters and
everything is Pauli's. Select its poly normally and
then select with capital S, H with capital E, Every
capital E and then n space. You open this little
thingies edge ring, close and then the amount
of every how many, how I would like which ones
do you want to select in this case to you
double-click your object, you select this little thing and you just run the command. And as you can see,
we've selected one edge ring every
single two elements. Okay? Now, what we can do
here to make this even easier is just grab this
whole thing and just middle mouse and
drag it up here. And this is now a little icon. So now if I just click
here and click there, it's going to execute the command as you can
see right there. So select this
guy, select there, and we get this, we are getting a double
selection right here. I don't think that's
that big of a problem, so I'm just going to
delete all of those edges. So select one, select that one, and then Delete like one, select that one and delete. And as you can see, that
reduces the amount of polygons from whatever
we have to this, which is a lot closer to our, our poly frame with
our character. Okay, this guy is of course, our hypothesis, our
hypothesis are ready, so let's bring them onto the same for the kitchen
high that's ready. So let's go right there. Let's select everything here
and just delete history to make sure that we don't
have any extra stuff. And always, always, always make sure to clean
your elements. For instance, here
I forgot to clean my stuff and I'm already like having an issue trying to find out what these things are. So this, for instance, or the thyroid arm bandages low. This is the arm strap low, which is this little thing
right here and it's perfect. And then key chain straps, this poly surface we had, that was the hand armor. So we just copy the name. And this is going to
be hand, arm or low. And all of those low Pauli's, we can bring them into the
rete apologize meshes folder. Again, always,
always try to keep your stuff organized because
otherwise it's gonna be really difficult
to follow along and make sure we have everything
that we need. So far. If we take a look, you can see that we're
at 58,000 triangles. I'm guessing we're going to get all the way
to something like 150 by the end of
the whole process. But yeah, I mean,
this guy is looking really, really, really cool. So I'm going to stop
the video right here, guys, in the next one
we're gonna do the nails, and that's gonna be pretty
much it for Chapter two. We're gonna be done
with chapter two, which was the upper chest area where
missing the necklace. I know, but we're gonna do
that in the prompts chapter. Other than that, we are missing some belts here, of
course, the floor. I'll explain what we're
gonna do doing there. And yeah, that's
pretty much it guys. Hang on tight and I'll see
you back on the next one. Bye.
26. Hand Nails Retopology: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the nails. And those are another one of those pieces inside of
ZBrush that can work really, really well because the geometry is pretty much just
a square, right? If we take a look at
the nails right here, you're going to realize
that there again, pretty much just a square. And I don't remember if I
made them asymmetrical, but I'm pretty sure I
did them symmetrically. So we're just going
to clone this. I always like to work
on a different file just to keep things clean. And we're just gonna go
ahead and decimate this. I think we can decimate this. So we're going to
preprocess this real quick, mainly because it's true, It's almost 1 million
points and we really don't need 1 million
points for this guys. See plugin, Let's do a five per cent
that you mentioned. The estimated current. There we go. As you can see, those should be more
than enough to hold in the little details and stuff. We're going to export this
all the way over here. This are going to be thyroid
nails underscore high it. Okay, then we're just gonna go geometry and Siri mesh.
Let's see what we get. It's not bath, but we can
definitely go way, way lower. 10,000 polygons is
way, way too much. So let's try 0.1, like
really, really low. And let's see if we
can get it to work. It's fairly reasonable.
I would say. I think that's quite nice. And there doesn't seem to be any sort of like a weird
loops or anything. So I'm going to stick with this and that we're
just going to export again back
in our acids here, thyroid snails underscore low. And let's go to my acid. Okay, there we go. So over here we should have the nails which we
don't need anymore. File Import, and we're going
to import the nails low. Did not finish. There we go. File Import nail
slow. There we go. So we have them right here. And of course we're
going to delete half of them so that we can optimize this guy's
a little bit further. And pretty much
what I wanna do to optimize its just to
lead a couple of edges. So you can see, for instance,
right there, That's spiral. But this is one of
those spirals that it's easily fixed because we can just control and delete to
remove all of the elements. And then we need the hypotenuse. In this case, we're going to import thyroid snails highly. But before we do that,
let's change the name. There we go. File Import, thyroid snails. Hi, there we go. Let's make them live.
Select these guys and go into object mode. And as you can see, we're
following pretty nicely. But since we deleted that spire, we have a triangle right
there. No big deal. We'll just grab our cut tool. We do one cut there and probably
another one right there, just to give enough of volume That should be
working just as phi. Let's go over here. Let's isolate them real quick. Okay, so we don't have
any loops right here, so we can select 12
and delete dose. That should be more than enough. Let's try this one right here, 12, maybe even three. There we go. Same deal here. Let's disguise. And finally, this guy, so it was only the first one
that had spirals, abs as you saw there. We were very, very, very efficiently
delete that spiral. Suddenly 54, That's fine. Might be a little bit too high. Trying to see if we can delete that big spiral right there. Because we don't have an
guns, we should be fine. That seems fine to me. Same for this one. Like we might want to do list the delete this
whole thing right here, but that's actually
helping sustain some of the border pieces. Yeah, no, I think I think
we're going to do it. We're going to have
slightly bigger or slightly more dense nails, but it should be fine. Then at this point,
we just shift and mirror to get them
on the other side. Let's of course, delete
the history and let's copy the, the number here. So we go to the nails, to the high polynomials, and we go to these
guys. And there we go. This hypothesis that
we have right here, Let's get them out
of the effect. This guy is already
the final hypothesis, so let's just see them as
high because eventually we're going to have all of the proper hypotenuse
right here. And this r, d, d low Pauli's, which are going to go into
the low poly section. Now as you can see, there's a
little bit of overlap here. It seems like this thing pushed out a little bit
more than it should. Again, this is perfectly
fine and we can always just like move a couple of these things we'd like soft
selection for instance. Let's just make sure
to turn on World x. Just push this in
a little bit so that we can see a little bit more of the nail
beds right there. As you can see that these nails, the fact that they're different
geometries are gonna be, it's gonna be really important
because it's going to change the silhouette
ever so slightly, but it's going to
change the silhouette. And that's gonna give us a way more interesting character. Of course, you can
just paint in. The nails are just textured them in and they, they look nice. If you are working
on the game world, there's a lot of characters, then you might need to do that. But for this particular one, I think this
processes is better. We're going to get way,
way better result. We can even get better shading. Like we can make them
a little bit more translucent so that they
look more like real nails. So by having them as
a separate geometry, we're gonna be able to have more control performance wise. Yes, It's just a little bit
of a hit in performance. But so far again, you
can see right here, we're bringing up 700
frames per seconds. So some polygons are no longer really the
bottleneck of our process. Nowadays, textures are usually what that really holds us back. But so far this character is
looking really, really nice. I'm going to save
this real quick. You can see I'm in version two, you can always like Increment
and Save to get the best, to have backups and make
sure that you don't lose all of your process
or your project. And yeah, that's
pretty much it guys. We're ready to jump
onto the next section. For chapter number three, I want to focus on the belt, which is a really big
part of the character. It has a lot of different
bits and pieces. We have the chains and a lot of, a lot of complicated elements. Let me show you here real quick. I haven't mentioned the verb, but before we're gonna be
doing it with real hair. So we're not going to read apologize that we
need to read topologies, that letter scraps all of
these guys right here. We need to read, apologize, or do something about the rope, all of this like
little key chains, things and just keep
moving from there. So hang on tight and I'll see
you back on the next video. But Bye.
27. Axe Retopology: Hey guys, welcome back to
the next part of our series. I know I mentioned the we're gonna be doing the legs birth. I thought it would be
a good idea to just jump really quickly into dx. This is something
that I've mentioned before bed, whenever
you're going, especially for such an extended
projects like this one, we've been doing this
for like 5 h now. It's okay to switch
it up a little bit. So I'm going to go to the ax, refresh my mind a little bit and then we'll go back
to the character and the reason why I'm saving
the acts and some of the other assets is
they're easy acids. So that means that we can, we can do them relatively
fast and it's just gonna not gonna be as difficult.
I'm going to delete this one. We can rebuild it if we need it. And I'm going to delete it,
especially because we do need to figure out what other parts of the acts are we missing. So this is the X
handle original. There we go, because we
do have some there we go. Bandages. That's it. Okay. So that's the lower van
der just in the tub bench. I don't remember if we have this bandage is over here.
Those are gonna be important. Now as you can see right here, we used a very similar method
to the vendors on the arm. So we're going to have
to decide whether we want this vendor just
to be right here, or whether we want to combine
them with the rest of the elements right now
I'm going to focus on this guy right here. And I do want to have
everything else like showing, because I do want to
create a single metric. Think this is gonna
be the best idea to create a single mesh
with this three things, especially not advantages, I'm going to keep the vendor
just as a separate piece. It's gonna look a
little bit better. Yes, it's gonna increase the
poly count a little bit, but it's, I think
it's for the best. So I'm gonna grab all
of these pieces and I'm going to combine them
into a single object. And now that they're combined, now we can just hide everything else.
Let's delete the history. Of course. Bring
this back in here, go to the top, grab this guy
and just hide them for now. So this is what we're gonna
be doing or reach, apologize. I'm going to show you an
interesting trick right here. I'm going to start
with the cylinder. And the reason why I want to
start with the cylinder is because we can go to
the actual object. Let me just say one
thing because, oh, okay, So this is an important factor
that we need to consider. The ACS is not on
the symmetry planes. So does that changes how we
address things a little bit, especially because
we're gonna be losing the symmetry
side of things. So I actually do want to
keep everything symmetrical. I'm going to bring back
all of the hypotheses for the x. I'm going to
grab the x right here. I'm gonna go to my top view
and I'm going to move it. I'm going to move it. So we get this as close as possible to the symmetry line
doesn't have to be perfect and it's not gonna be
perfect because the ACS is not perfectly symmetrical
as you can see it here, but as close as possible. You can see here, this
is very important. 106.5, That's the distance that we move the high
poly to the center light. So eventually when we re-export the proper high poly bag
from substitute for Maya, I'm sorry, from ZBrush. We're going to have to keep
or use the same number. That's why I'm not
going to freeze the transformations
on these guys because I wanted to keep that information in
case we need them. Now, with that, I should be
able to create this cylinder, go to top view or top view. And we go and move the cylinder so that we match this cylindrical shape
that we have right here. 20 sided cylinder is
usually a good number. For such things like this one. I'm going to use the cylinder to capture the main shape
here that we have this, all of this cylinder shape. There we go. Let's extrude this out. And that's it. As you can see that pretty much it's
covering the whole thing. Now you can see that the lines here are
not perfectly aligned into toward the sword is
starting to make things easier. I can just move this and
give them a little bit less. So in this case, a 16 will still get a like a nice enough
roundness to the, to the cylinder and now they match with the
rest of the audience. So that tells me that we're going to have one that
should be right there. And one edge loop right here. Probably another edge loop
buck right around there. Okay. I'm going to grab the
object is cylinder. As you can see, we're not
using the topology right now. This is like a, like a more traditional
route typology method where, where we literally rebuild
the whole thing from scratch. It is not symmetrical. The thing is not
perfectly symmetrical. We have a big hit here. It's pretty much symmetrical
on the front side. I think the front stage
is pretty symmetrical, but we have this bucket here. So it's pretty much symmetrical. That tells me that it's
pretty much symmetrical. So let's just delete half of it. And then we'll do that
last bit asymmetrical. Once we get there. Let's
select that guy right. There we go. And of course we're
going to have to delete that line and
that line right there, because that's
where the handle of the x is going to
be extruding from. Isolate a little bit there. Delete that one as well.
Perfect. There we go. So now we have the proper
construction there. I'm actually going
to delete this. I'm going to grab this
vertices down here, push them up a little bit. So they're right
at the border of this thing right there.
That's what I want. Now what we can do is
we can actually rebuild this main thing only with the edges that we have right
here. How do we do that? Well, we can select
these guys right here and say Extrude. We're gonna go up. Actually before I do that. In this particular case, it's gonna be way easier if we actually have the whole circle. So I'm going to mirror
this on the z-axis. There we go. And the reason why
this is gonna be a lot easier because when we
extrude this thing, you can see the
billboards on the center. So we're gonna be able to
modify a little bit better. So we're going to extrude
this out and bring it down. And then scale it here. So that's the leg. That way we're capturing
that part Control E Again, just extrude this out
right around there, I would say Control E Again, w, Then skill in right
around there. Then we can control
E. And scale. Like right around there. Probably like about that. There we go. Then you should be
able to observe, I'm going to get
this into a layer. This guys right here,
I'm going to Control E, offset, then w,
and push this up. And it's going to
help me capture the light little round thing that we have going around there. If we take a look
at this thing right here, it's looking quite nice. Right? Now for the loo like
pointy bit here. We know that, uh, we pretty much have like the number of points
that we need, but slightly off actually it's a little bit like
move to the side. It's not perfect,
but that's fine. So I'm gonna go
to this guy right here, select this elements. I'm going to Control E again. Am I selecting the proper ones? Yes, I'm going to
Control E Again. Scale them in so they're
very close to the border. And then Control E and
move them all the way up. Just go all the way. In this case we are
going to go to a point. I'm just going to
merge two center. Well, actually that's
not the point. So let's go right around there. Okay. Now you can see that we have a little bit
of a border here, like a straight border. So I'm going to use my knife
brush to add a line there. And then just scale this out. Here's where things
are not going to like match as closely. It's fine. Right around there. This is a, a, an issue
with, with modeling, right. Like our modeling is
a little bit off. Let's make this a
live surface. Now. If we jump here, you can see where things are not lining up. But it should be fairly
easy to just like move some of those points to where they're supposed to be. Another thing we could
do is we could delete. This line is right
here. It's going to cost the sum angles. But let me show you what I mean. So if I grab this
edge is right here, which are the ones that
are supposed to be flat. Just delete them and
we'll get the shape. However, another they think of this after having
all of these issues. This is a way to rebuild it. But to be honest, why not just delete this whole thing and have two separate pieces like this whole
thing right here. We can just merge the
center, that's the cap. And then we'll just remodel
or reach, apologize, dislike cone bit as
a separate piece. I think it's just it just makes it easier and
that's one of the things that I want you guys to see
from this whole process, like it's not always the same thing that
you're gonna be doing. You might have to do and change your approach depending on how complex or not
certain things are. Now, we're gonna go to
this part right here, and this is fairly, fairly easy as you can see right here. We have very obvious ways in how we are going to be
building the topology. Just this way right here. Here. Here are gonna go
to the central line. We don't need to do both sides. We've mentioned that before. And the most important thing, it's always a silhouette, right? Especially on the blade
because the blade, as you can see, it's a little bit thinner
than what we've done before. So I'm gonna go big,
big shapes first. Following the, the main
form of the blade. That even an extra
one right there. We know we can make this
triangles if needed. Very, very common in weapons, especially on the
under curved edges, to have extra,
extra geometry to, to capture the, the
roundness of the object. Instance here. Triangle, there's just gonna be way more precise than the rest
of the elements. We go there and start pushing. This goes back to
where the blade ends. And that was just a matter of bringing all of these things. We're probably going to have a couple of extra shops here. That's fine. You don't want to hear,
as you can see here, we have the dislike relief of this daemon thing,
like rooms and stuff. You don't really want to bring that into the ER placed points inside of the relief because
that's going to change the flat surface effect
that we're going for. So as you can see, I'm trying
to place my options for my points in places where we don't have that or
it's not as obvious. Over here. Down here you
can see we have the spike. How are we going to
approach that spike? What we want to keep? We've
mentioned this before. I want to keep things
going from top to bottom, from left to right. So all of this fairly, fairly simple, even like a nice little triangle right
there. A couple of triangle. Well, that one, I don't
love to be honest. So here's where again,
we need to decide. I usually prefer
this. There we go. We can triangle there. Unlike a triangle there,
that's, it just looks better. It doesn't mean that it is better from a
technical standpoint. It just looks better. There we go. So here we are going to do a
little bit of an extrusion. We can do a triangle. That triangle will generate
a square over here. And we can do another one here. And we can use a little
bit of stitching, right? So just from here to here, you don't like
triangles as much. You can have this as a square. Just move it to relax a
little bit. And there we go. So with that, we're
pretty much covering most of the curvature
here for the x. On this side. We're going to need the, right. So we're gonna have to do this. This. And those phases are going to be capturing the side part
of the whole thing. But as we get to the pointy bit, the edge is pretty much going to disappear, probably around here. So here that's gonna be
a triangle right there. That way we can hold a
really nice sharp edge. Some people might like
to capture the edge, I think in this case, I kinda wanna capture the
edge, to be honest. We've mentioned this before in games when you have
things that are super, super thin, they,
something's wrong. They look like paper
thin and nothing is paper thin in the
paper of course. But what they mean by this, this is like you should think so usually have a thickness, right? I think I read somewhere
that 0.05 mm is the it's like the like
the thickness of air, at least every single normal
object that we work with. So if you're doing
like using it like a cardboard or something, 0.05 should be the, the minimum. You can see how here it's pretty much raised
within, right? So we gotta be very
careful because we do want to have our edge. It's gonna be a little bit
difficult to keep that edge. So I'm going to just push this thing so a little
bit closer to the, to the insight, that edge becomes pretty much razor sharp. But then once we get over here, you can see how we
start getting again. A new traditional like
blunt edge. There. There we go. There we go. Then here, over here is pretty
self-explanatory. I would say, just keep
going here and that's it. So with that we've
pretty much capitalist. I definitely think we need
one more edge right there. You can see how we're
missing some of the border. And I don't want this to
move this guy, to be honest. So I'm going to delete
this face at one edge, as you can see that
pushes it out forward. And then we're
just going to have a couple of triangles
right there. Same thing here. Like, it definitely feels like one extra edge might
be a good idea. So just add the extra edge. Push it a little bit
more there so that it holds a little bit better. I just have a
triangle right there. Again, this object is
never going to deform. So we're not really
worried about that right? Over here, we have three lines. So let's do 123 like that. And over here, of course, it's having some
issues with that line. See how that line
is can like hidden. That's a very common problem that we get with
a rich typology. I'm just going to turn this
off and just push it up. So it's outside of the camera, can pretty much see it. And once we have that a weekend, we can select this guy again, go back to leaf surface
and keep going. There we go. Same deal here like that, that point, right,
this kind of hidden. So let's just extrude
this manually. And I clear dots,
extrude this manually. There we go. Push up, push this up. This manually. Now it's kinda like hidden. And this usually
happens when you have an object made out
of multiple objects. Like the points they tried
to go to two places, not the one that you
want them to go. Just going to manually
move this down and out. Here we go. And now just
get it there. Cool. And following the same
sort of like principle. Just keep going back here. Here's where we know we're
going to need more resolution. So just add one more there. We might even need
to do a little bit of a break here because
as you can see, this is very straight, but over here we start getting like curvatures and we know
curvatures can be tricky. Easiest way to fix
that is at a triangle. Triangle's allow us to
create more topology without modifying the DC. Let as much. Over here we're gonna go to
the underside of the acts. We go here. That'll be my middle section. Will be the lower
section right here. Like a weird square
root over here as well. I always wanted to try to
keep the central line. We've talked about this before. So here what I'm gonna do
is we're gonna go from, let's say from there to
this point right there. So that we can have
this square root there, might need another
one down here. So from here to that
one right there, that what we're going to
have, that guy and that guy. There we go. Now, we grab the whole object. My ice freaking out. This is a very common mistake. I don't know why it happens
with Maya. It freaks out. And that what's going
to happen here is that you do a selection,
but it doesn't show. You need to move the
camera to see it. When this happens, just save, make sure to save real quick. And open and close
my J again because it's all know it's like a
display error or something. So yeah, that's it for this one guys. I'm gonna
stop it right here. In the next one we're
going to continue. We're going to mirror it and
fix some of the details. Hang on tight, and I'll see
you back on the next video. Bye bye.
28. Axe Details Retopology: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the accessory topology. This is where we left off
and we're going to start by doing the, the
mirroring, right? So we're gonna go
to the top view. Let's isolate this
guy real quick. I'm gonna go to face
mode and I'm going to be very careful to delete all
of these faces right here. Let's get rid of soft
selection by pressing B. And there we go. Technically, all of
the lines that I'm seeing right here would be
the border of the acts. So I'm going to double-click
and select them. As you can see, we're
actually selecting some of them that we don't want, which are all of these
guys right here? We only want the borders are gonna be touching
the central mine. We go to top view, are we scale them so they are
perfectly aligned. And then with x, we
snap them to the grid. There we go. By doing that, we've been able to block properly created
the symmetry line. And that was just a matter
of mirroring this using our mirror function
on the z negative y, z negative, because we're
going from front to back. That's it. We got this, we got the very cool
looking shape right here. We can of course say UV and
a softer edge or sorry, a mesh display softer niche. And that's gonna give us, again a couple of weird
looking black lines, but all of those are gonna be
gone once we do the bakes, this is looking quite nice. Very important to make
sure that we don't have this horrible and guns that we sometimes get,
especially on the border. We definitely don't want
those angles right there. So I'm just going through the central line trying to
look for those crazy and guns. That's fine. Little bit sharp on that one. We might need to move
it a little bit. But there doesn't seem
to be any more guns. And I say, as I say, there, there's one more
there, there we go. It can be tricky and it can be quite, quite tricky vessel. Well, one of the best
ways is to place number three to go
into smooth mouth. And they're going to jump a
little bit more obviously. Again, I'm not sure
why this happens. I'm going to have to to investigate because
it's a really, really weird like feature if you want to call it that way. So there we go. Now, one thing that we do might remember is from
this piece right here, this part was modified
in a weird way. So I'm gonna select
this guy going to live surface and edit
this corner right here. So I'm actually going to delete. I got sorry about that. I'm going to delete those
vertices right there. And I'm going to
recreate this section. What's the best way triangles? So I'm going to do a
triangle right there. We're probably gonna have to
do a triangle right here. So we can adjoin this
two guys right there. You can see that this is
a rather sharp corner. There we go. We do square right there, make it a triangle. Move it, even if it needs to be moved to the side of the
symmetry line, that's fine. Over here. Same deal. Just big triangle right there to catch this like huge surface. And that's pretty much a
square, so we'll just do that. And that's it. That way we've successfully. Like what's the word Greet, Apologize, that
specific section. We can again do a mesh display soft edge to make sure that
everything is soft or spray. There we go. Again, this shadows would
look a little bit weird. Those are gonna be
gone once we bake. And that's the, that's
the shape of the x. Looking quite, quite nice. You can, I'm just
gonna go to this point right here. That guy. And we w. And without this, I'm
just going to push it forward because I want to be
a little bit less stressed. There we go. Cool. Now, this detail right
here, the upper detail. So I'm going to grab this
new mesh that we created. I'm going to get
it into a layer. I'll use layers quite a bit.
Let's delete this other one. We don't need it anymore and just hide that for
just a second. I'm gonna go here and we're going to reach
apologize at this guy. So we make it live surface. We go here and as you can see, we have a very basic base. I would say. Let's just do
a square base right there. And trying to put the points as close to the
connection as possible. There we go. Then we go up. So very geometric shape. So we can keep it
really low poly. Or that anytime we
have this sort of hard surface effects are
fussy like a meshes. If you can keep it like
this, that's perfectly fine. Because again, it's going to
catch all of the elements I might just for the sake of volume at a couple of
edge loops right there. Of course it's going to double or triple the amount of points, but shouldn't be
that much of a deal. And here, we can close it
pretty much just like this. Or we can use the technique
that we've used before. Just scrub everything
here, mesh, feel home, grabbed the Face, Mesh tools or poke. That's pretty much like
the like the top part. Here's where I
would probably add the bevel just for just to have like a rounder
effect right there. And yeah, that's it. One last thing, I'm
going to grab this guy. I'm just going to push
them down a little bit. Why? Because otherwise
there's gonna be like a, like an empty space
between these elements. You get the C3 layer as well. So if I added that one, it will be a little bit
difficult to to get this thing to properly
align with the other guy. Yeah, just mesh display soft
edge again. And there we go. That's the metal
detail right there. Let's go back to this one
because we're still missing the bottom part on
this piece right here. So I'm going to, um, I'm
gonna change this to a reference layer so we can select it because this
part is very cylindrical, so it's rather easy to just
grab this edge right here. Control E, move it
down, push it out. Control E, move it down. Control E, push it
down. Move it in. Control E, scale. Push it in, maybe just a
little bit up. There we go. And that final one, which
is a mesh, feel home. So like that guy,
Edit Mesh and poke. And with that, we're pretty much done with the
head of the ax. So mesh display soft edge here, even though these are
two separate pieces, we can still combine them. There's no issues
in combining this, even though they're
different meshes, we can bake perfectly normally. And it just makes for an easier topology
transition up here because rather than
having to see how all of these things are
going to fit between each other, we can just do that. And again, it's going to work
perfectly, perfectly fine. Let's do these layers. We don't need them anymore. So I'm just going to
delete the layer. There we go. That's the X. And let's go to the next part. So for the x, that was the acts
like the main acts. This guy, of course, this guy, it's not
the final act. So this is gonna be
x underscore a low. This goes into our rate
apologize measures. And we can hide
them for a second. The handle, and we talked
about this one before. I have the lower bound
and the upper bandages, which as we've mentioned, we're gonna be using
ZBrush to recover those. So none of this we're
gonna do right now. I think the only
thing that we're missing is this bit right here, which is a metal bit. And again, it's a rather simple, detailed like metallic detail that we can just do
with a cylinder. We don't even need to
do anything fancy. I'm just going to
create a cylinder. I'm going to go to top view. There's my cylinder right there. Just literally bring
it right here. Let's close as possible as we
can get it to the surface. I think that's
really much there. There we go. That I'm not even
that computer and I can I can snap it
really, really closely. There. There we go. So I'm going
to select the high volume. We're not gonna use any
sort of weird stuff. I'm just going to make this
a template or a reference. You can press Control and click on the little
cube right there. So we only modify the y-axis. And I'm trying to find
the thing right there. That's probably it, maybe a
little bit more. There we go. Now we go to this guy. We delete the caps 20 is perfectly fine for
this lower section, is going to give us a
slightly rounder one dx. Again, the x is
going to be covered by advantages and
stuff like that. So, so no need to go
extremely high there. This does seem to
be symmetrical, at least in the general aspect. So I'm going to grab just
the upper edge right here. Control E, scale out to
create a little border, push up like that. And then scale up. Probably give it another bit
of curvature right there. Scale up or scale
down or scale up in. This is a big question like do we cover all of this
like properly or not? And the answer is not really. We can do one, like one cover right here. And after that, that
element right there, it can just be a very
simple flat surface. Just going to say mesh,
edit mesh and poke. Why? Because we're not
going to see this, right. The handle is going right through there, so we
don't really need it. Now, this guy, I'm
going to mirror. But pay close attention to
what I'm gonna do here. We're going to mirror on the
y-axis, on the object mode, which is going to take
the pivot point as the reference point and it's
gonna go white negative. We could apply. And
then we got this. But down here, we do have a slightly different the
thing like we have all of this details on the high poly. Let me hide that
guy, right, cool. So we have all of that. So that's an area that we
might want to capture. So I'm actually,
once we duplicate it that I'm just going to
rebuild this intersection. And I mainly use
the mirror option to get this sort of like
border thing going. So I'm going to
grab this border, move it up a little bit
right around there. Grab this edge,
Control E. Go in. There we go. Control E, go in. And again, we talked
about this before. We don't have to do this. We could have just
a flat surface and capture all of that
in the normal map. But by doing this, we are ensuring that we
get some nicer shadows. And this does seem
like a nice detail. We could even add a
logo or something like a CG or like a room
in texturing here. And that's like
small little detail that some people
might find, right? So those sort of things are
some of the elements that you always want to keep in or
take into consideration. So here we're going to
go Edit Mesh or sorry, Michigan feel whole mesh
and feel sorry book. Just that one. Perfect mesh display, soft edge. That's it. This piece right here, or D. This guy, we don't
need it anymore. Let's delete the layer. There's our super,
super handy for death. And this is gonna be called wouldn't have a
proper name here. Let's call it, let's
give it a proper name. So it's gonna be
lower or acts lower. Metal. Then this
exact same name, It's going to be for
this one, By the way, underscore low
history on this one, we can even freeze
transformation and this one on the low
poly do not freeze transformation null
hypothesis because we might need some of that transform
elements. That's it. We got the ax up here
and this guy right here, I haven't mentioned
this, but when you're working with a
big character like this, or the size of the characteristic
big like this one, you might get this weird like dark looking elements and that's the clipping of the cameras, like causing some issues. Very easy way to fix this, just go to the attributes
of the camera control a. And here the near clipping
plane just set it to one and the forklift play
and you add one more zero. And that should clean it. So that way you don't
see those elements. This allows you to get
closer to the object, this one without having
any clipping issues. But yeah, that's
that's pretty much it. Now I'm a little bit because
I just remembered that the handle a good handle so we could have just done the one
that we had before. I'm just going to rebuild this off camera real quick guys. And in the next one we're
going to do the bandages. So hang on tight and I'll see
you back on the next video. Bye bye.
29. Axe Bandages Cleanup: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the bandages, which are the bandages that
are around the character. I have my high poly here. And I want to show you a couple of things
that we can try. And I am going to emphasize
really strongly here, try to avoid spirals. So the first thing is
I'm going to clone this guy is in three
different one. You guys know, I like to work on a separate file to keep the original as intact as possible. I can see a couple
of errors here. So I'm going to use my BMT, which is a shortcut for
move topological and just push this guy in
a little bit there. And this guy, it
shouldn't affect the spirals like this thing that we're doing here,
this little movement. It's just going to make the objects look a
little bit cleaner. That we call the overlaps
Lucas, as nice as bus. Now we're gonna do the same
thing we've done before. We're gonna go to
decimation master, and we're going to
preprocess this current file or discordance format,
this geometry. Remember that by reducing the amount of polygons
that we have, the remeasure can try to
give us a better effect. Now, from doing a
couple of tests, I found out that as the
more complex the object is, the more difficult it is to
get the proper what Stuart, the proper resolution
for to avoid spirals. So there's one
particular piece in this acts that has a
little bit of Phoenicia. I'll show you in just a
second decimal right here. So this piece right here, since it's not really
a round piece, it's having a lot of
fish is trying to, to create exactly what we want. So let's see what we get here. First of all, I'm going
to go see plugin. Let's try a 5% estimation. We don't need that
a lot of budget. Most of this thing is just
noise and we're gonna re texture this once we
are inside of substance. I'm going to export this
in our assets folder, the retail Bot, FBX. Of course, we have the
x upper bandages high. There we go. We save that because
it's going to be our final high-quality. Okay. We're gonna go
to see remeshing. We know that the serum
meshing over here, geometry see remeshing
and serum machine. Let's do, let's not do the half. Let's try to bring this
all the way down to one. It will try to find the
best possible solution. And this is again the
unfortunate nature of automatic tools,
especially for topology. When you're doing topology, we are dependent on one. Topology can find,
you might get lucky. The algorithm here inside
of ZBrush is meant to avoid spirals as much as
possible. You might get lucky. So for instance, here
you can see that we are clear on all of these guys. There's a spiral right
there. That one's fine. That one's fine. There's
a spiral right there. So those two pieces, the ones that were a
little bit difficult to work with are now spirals. So what can we do here? Do we really need this, guys? That's the question that
we need to ask ourselves. Do we really need this
horizontal line going up here? And the answer is yes
and no at the same time, because we do want to have that sort of like
cross-section going, but doesn't want to
be battling with the, with the serum measure
and trying to do more iterations to find the
perfect, perfect solution. So what I'm gonna
do here instead is I am just going
to export this. S is just going to say export. We're going to go to
our assets again. Decimate, decimate the topo. We got the ax upper
bandages low. And what we're gonna do is
we're actually going to duplicate the high police and the low polish to recreate
this bandage right here with one of
the bandages that we have here that
are actually work. Okay, I'll show
you how to do that inside of Maya in just a second. Sure. Let me start opening
it before we continue, because that We're gonna
go to the x right here. And if we go to
the lower section, I actually just
realized that I made a super terrible mistake. I didn't foresee this
happening, but it happens. So now we need to solve it
and that's always good. And that's the fact that
this thing right here, this bandages that
they added right here, I actually mix some of them. Look at this. Like if I go all the way down to all the groups
or poly groups, groups and we say
all the groups, you're going to see
that we have one very clean bandage right there. I messed up bandage right here. Another clean
bandage right here. Another clean
bandage right there, and another messed up
bandage right there. And then dislike things
floating around. You might find this again,
this was a mistake. I didn't see it.
It's not until today that I'm seeing this
problem with advantages. So we need to try to find
the best possible solution. And the best possible
solution is to utilize the bandages that are working and eliminate the
ones that are not. So for instance,
this guy right here, I'm going to invert
the selection. Then I'm going to hide that one. And of course I'm going to hide all of these
guys right here. So this four bandages that we have right here,
this are working. We can work with
this once because there's a complete
loops in them. I'm hoping that once
we do the subdivision, we don't get any spirals. Then what we're gonna do
again inside of Maya is we're going to duplicate both
the high poly version, decimated high-quality
version, and the low poly version to just recreate and
duplicate the beverages. It's completely
normal a face this, in a lot of times
during production that you're going to have
to reduce certain things that you thought were
already done because they're just not working the way
you expected them to work. So here we're going
to go see plugin. We're going to preprocess
current again. Again, we don't need
a lot of detail. This pretty much just noise, and we just want to get a
basic shape right here. We're gonna go see
plug-in and 5%. This summation is
perfectly fine. This homemade current. Oh, sorry, I'm going
to delete hidden. And now let's you make
current. There we go. So that's my, my high poly. It gets pretty much just noise. That's fine. And we're gonna go
to our Readtopia. We have the x lower advantages. This is gonna be the
high, high. There we go. Okay? And then we're
going to use Z remeasure. So we measure, I think the
polygon is a little bit high, so I'm going to
have to redo that. Yeah, let's bring the
polygon delta one. And he'd see Ramesh give us some really nice
and clean elements. There we go. It looks very good. Let's very quickly
go with C modeler or smaller brush and just check
that we don't have spirals. There's a spiral right there. That's unfortunate.
That one's fine. And there's another
spiral right there. That's really weird. I didn't think we were
gonna get so many spirals. It's usually on specific areas. It looks very clean though. It looks very clean. That's why I'm a little bit like weirded out by the fact that we have them,
but that's fine. We'll use the same trick that
I was going to show you. So I'm going to export this. I'm going to go back to assets. And here's the lower
than the axilla. We're advantages low. Hit save. And there we go. Now we jump into my
here inside of Maya. I'm going to import
all of those. Actually a faster way
to import this is to go directly to the folder itself. As long as you have the
FBX blogging activated, you can just grab all of these guys and drop
them right here. Let's go towards our precision. We know that the
position is not gonna be exactly where they're
supposed to be. But I'm just going to use
this tool to clean this up so we get this horrible
thing right there. The lower advantages, I
don't know what that is. If all of those faces and
delete them, there we go. Cool. So oh, you know
what happened here? It seems like even
though we told it not to reach apologize this
measures, it's still there. So I'm just going
to double-click the ED phases and that's
going to delete them. So that's the top
bandages or this is actually the lower
bandage is low. So let's call them low. And we need to bring
the lower bandages, again, the Lord by the just high because
they had the same name. Remember that when we have
the same name, we get issues. So there we go. Now, what we're gonna do here is if we go to the lower
bandage is low, we know that this guy
is perfectly fine. We know that this is a spiral. Or actually this is a spiral. This is fine. Actually. That's weird. Okay, So this is the
only spiral right here. So I'm actually going to
delete this guy right here, just get out of here. And then now we're going
to use the little, we can do this manually or use the little plugging or a
scripted I showed you last time to reduce the amount
of polygons that we have. Let's do one to actually
want to probably just 1.2. And I'm gonna go 12 over there because I don't want
to go super, super low. 12123 and we delete.
There we go. Now what we need to do is
on the high poly itself, we also need to delete the high poly that we're
not going to need to now, we only have this
guy's lower than the Jewish underscore high and or bandages on
their score low. And once we import
this into the x, the only thing we need to do is duplicate this thing
like both of them, like duplicate the low
and the highest Control T. And just center the
pivot point real quick. Pivot 0.0. It has very ugly things over
here on the hypotenuse. Well, let's delete those. There we go. We grab both.
We centered the PowerPoint. There we go. And now with this
duplicated ones, hi Juan and low one, smooth them, rotate them
around, scale them. Like just literally
we can even use soft selection and
stuff and just, yeah, just use what do whatever we need to do to make
these things fit around the acts in such a way that they look like they were
still or they were part of the whole thing ever
since since we started. So you can duplicate a
lot of these things. And now that we have
clean topology, it's gonna be a
lot easier to do. So we're going to do
the same thing up here on the top bandages. So we know that this line right here and this line
right here, this too, like a horizontal
or vertical lines are the ones that
are having issues with or work having issues with. Let's just delete this. Still don't know what all
of this case are facing. There we go. Let's call this top bandages
underscore high. Go to our folder here. Top bandages or upper
boundary is low. We bring them in, isolate them. And again, we know this guy
and this guy are problematic, so we'll just delete them. And that's it. Now we can use the script
which we have right here. It's not working the way I
was expecting this to work. It's trying its best, but
it's not really doing it. So we're going to have
to do this manually. On the y-axis. Control Delete. There we go. You just keep simplifying
all of these edges. And again, with this edges, we're going to just recycled
like this edge right here, this horizontal one, it looks really close to what we have. So we can just duplicate
that one and use that one to rebuild
what we had before. So let's just delete that guy, that guy, that guy,
that guy, and that guy. There we go. Same deal here. Start there there, there, there, there, there,
there, there. Finally, this guy right here. It's very common to do this
in the in the production, to recycle things that
are working or not working to get the
best possible result. We go. So now we have two
new hypotenuse and low Pauli's that
match each other. There, I would say
appropriately divided. Here's where I might be using the little script that
we have right here. Not sure why it's
not working now. It's not because it's
a spiral, because it's not a spiral. But for some reason it's
not working manually there. So because of the
symmetry, could be. So the symmetry, I think
it's a spiral though. He said spiral. Spiral. Anyway. So, yeah, that's
pretty much it guys. So as you can see now we
have all of these guys, we can just grab all of these
guys File Export Selection. I'm just going to call
this bandages or acts. Bandages. We export them
on our assets folder. There are project sits
on the 3D topo file. We'll just call this ECS
manage their weight. So this is what
we're going to get onto the other file end. Then we just do a couple
of tweaks here and there, and we're gonna be ready. Again. I'm just
going to duplicate high poly and low
poly of the elements. This is very important
that we duplicate both and we modify
them and move them around to recreate
what we had before. We deleted the ones that were being problematic with this. My friends, we're
pretty much done with every typology of the acts. So we're going to stop
the chapter right here. And in the next chapter,
in Chapter five, we're going to start
with the with the legs. We're gonna do the skirt first and then we're going
to jump onto the legs. So make sure to get all the
way to this point again, it your favorite music,
your favorite snack, a good drink and everything. And we'll be, we'll
be ready to continue. So that's it for this one. I'll see you back
on the next one.
30. Belt Retopology Analysis: Hey guys, welcome back to
the next part of our series. There we go. Might be
sick on the background. Well, here we go. Now it's time to jump onto the next part
of our character. This is the final result
after we finished a dx. You can see the top portion of dx at the lower
portion of the X. And I did have my
where are my vantage is that's really weird.
Should be around there. But we did them on
the final video, so I'll get them inside of this file if I misplace
them for some reason. So now we're going to jump onto the belt of
the character and that we need to do
a quick analysis to see how we're gonna be
working with this, right? All of these things right here. We have the main belt right
here, had the stitches, we have the skirts, all of these things right here, leather war there, there we go. But that's, that's pretty
much it for this lower part. As you can see we have on
the issue right there, that's a little
bit of an overlap. I'm not sure what that mass is. Probably like an Eastern
multi-master we didn't use. I'm just going to delete that. We've mentioned that the firm we're not actually
going to be rate apologizing this firm because this was just a stylized
first that we use. We're eventually
going to be using a real hair for the firm. We're going to have to create
some patches to do that. So I'm just going
to grab the front, just hide it because we
really don't need it. This is what we're
gonna be working with. As you can see, we have all
of these guys right here, a couple of issues like
that guy right there again, these are not the
final decimation, So we're gonna be using, we're using a higher resolution decimation things for elements. And the way we need to
think about this is, do we want to have a single mesh out of
all of these guys? Or do we want to have
multiple meshes? And in this particular case, I think that the
best option is to have a couple of
separate measures. Okay? So the measures are gonna be the main belt with
all of these guys. And this top bar right here. I think it's a good idea to have all of this
as a single piece. That's going to be
Rick to the torso of the character at this
metallic buckle. And it's gonna be a secondary
piece, very important. And then each of this one's definitely has to be a
separate piece of y. Because if we eventually want
to animate the character, we want to have the
ability to add a couple of bones and risks to this things and move them
independently, right? Like if we wanted this to flap around or to move around or two, just like like falling
the more natural way, especially if we're rigging this because we're not
stimulating it. We definitely want this
to be a separate pieces. Okay, so in total
we're going to have 1234, all of these bits. And then five for the bell book. Well, those are
gonna be the main, the main things that
we're going to have. The best thing we can do here
to alleviate that problem is select the things
that are going to be together and just combine them. So I'm going to delete the
history. Same thing here. So like all of the bits
that we need here on the on the belt and
combine it to the history. So we delete all of
the empty groups and then this gets are
going to be separate. Now a big question, what do
we do about the stitches? It do we need to reach
apologize, I'm independently. Well, if you want to have a
super high-quality character, then yeah, that
might be an option, but in this case, not really. We're going to keep them
as separate pieces. Like we're just going to have
big squares on top of them. And the normal map is going to capture the detail
fact that this has been month and will
make the bake look way, way better than if we just textured them because
we're going to have ambient occlusion and we're going to have shadows and we're going to have things
that are going to give them away more depth. So even though we're
not going to be reached apologizing each
specific stitch, it's still going to make
it look way, way better. So all of these pieces, as you might have imagined, which is going to
combine this well. And that's gonna be, it's
gonna be this leather skirt, Tesla or skirt at
this leather skirt, the belt and the belt buckle, those are gonna be the main
shapes that we're gonna be texturing for this
particular piece. So I'm going to stop the video right now
and we're going to start on the next one with the top part with this
belt right here. So hang on. Tight
handle. See you back on the next one. Bye bye.
31. Leather Skirts Retopology: Hi guys. Welcome back to the next
part of our series. Today we're going to start
with the leather skirts or a topology, which is
this part right here. I know I mentioned that
we were gonna do this, but actually this
will waste that this one is right here
are way, way, way easier. So I'm just gonna
select this one. I'm going to isolate it
and we're going to use the exact same process
that we did before. I'm going to use live surface
and here is where we're going to start drawing
all of the points. Now, as we've mentioned before, the most important
thing about doing this process is to try to do it as like with big
chunks as possible, like you can see right here. And we want to try to
preserve as much as possible is the silhouette of the character or
the element, right? So for instance, this
point right there, we definitely want to bring
it forward for some reason. That vertex is right
there on the back. If that happens, it's
actually not a bad idea to just delete this
guys, to be honest. I'm just going to capture
the front points first. This C That way better right? Now we'll just go
all the way down. So we definitely want to
preserve or keep the thickness. That's where we model
them with thickness. This is something
very common and I've actually seen this in a lot of games, especially Warcraft. Like if you take a look at the World of Warcraft,
leather armor. Leather armor, of course,
it's not super thick. But in games like this, mobile games right here, they tend to give this
like a thick effects to the elements because
it's a lot easier to rig and it's a lot easier to just like player and look at how big those things are here at the bottom because you don't
want to have just a floppy, like a single sheet
polygon that down here. That's why they
make these things really, really, really big. So I made them quite big, but not extremely big. So that's a little bit
easier to manage right here. We're going to add the thickness that were
just talking about. We might need to add
a couple of versions. Go to capture that thickness. Remember, for this one, we are going to be using the smoothing
option like this is not as low polys we're gonna go. If you're working for a game where where you are a little bit more limited
in regards to polygons, then you might want to add a
little bit more delicious. Now here I'm just gonna, I'm not gonna worry about
the border just yet. We're going to use a
lot of like stitching and stuff on those areas. Because as you can see, it's a rather complex at border. We added a lot of details in this crashes and
stuff like that. So so what we're
going to keep it as clean as possible for
as long as possible. And then when we started
working with the board, there we're just going to
capture the rest of it. This is a very easy way
to keep things clean. Otherwise, it can get really, really like
uncontrolled real fast. So for instance here, we've talked about this before. You usually want to have at least a three
divisions for each curve. Alright, so we do this
and this. There we go. Now, if I don't
want to bring all of this information
to the other side. Like maybe that one
is we can skip it. That's it. We just we just do
something like this. That's the one line right there. That's a square. Then we can just
keep on moving here. That, that, and we'll solve this like empty space right here with a couple of triangles
in just a second. We'll just keep going here
at one more division there. Pull this air because
remember again, we're going to smooth this out. So when we smooth, we're going to gain quite
a bit of a free topology. We're gonna, we're gonna win
quite a bit of topology, rather, not written
apology topology. And that will allow us to
capture more of the detail. So here that's a square and
that's the square root. Perfect. We need to, we can add one
line liter right there. So far, I don't
think we need it. So for instance here, do
we add one more line? Yes, she's gonna make
it a lot easier. So we add one more mind. And that extra line that we add the right there is
because they allow us to capture that one
or this one triangle. This is just a
triangle to capture that particular
corner right there. That makes it a lot easier. Because they're, they're,
they're square, square. The, how clean the topology is. It's looking, right? You might be like, Well,
can we please fix this? Yes, of course. Here's the here's the easy fix. I'm going to use a
reduction technique. So remember the
reduction technique, we go here, here, corner, then here, here, down,
then corner, corner. That's it. So now we have three
lines right there. And we should have
realized right here. If this happens, as
you can see that the polygon went
to the backside, just go to vertex
mode and with w, just push it to Fort Worth. Little unfortunate
that that happens. You can see how it's
trying to go to the backside of the element. Just push it to the front. And that's it. So we
have clean topology and we managed to capture
that specific area. Since here, let's just
add one more length here. Here I already know
we're going to have this sort of
like reduction. We might even have like a, like a triangle right there. And then again, keep it clean. Is that a secret here? You don't want to
over-complicate things. Because when you do, that's
when you start getting a lot of loops and things
going everywhere. Really want to keep it
as uniform as possible. So here this a little bit
of an intense change. So let's keep it simple. Square right there. And this
is going to be a triangle. Right there. In that triangle,
you can see there. It's going to allow us
to capture this area. That's why triangles
are so useful. Lot of people
demonize triangles. They think they're
the worst thing that you could possibly get, but they're not bad as long as you know where to use them. Look at that. They super, super clean effect. Now the secret here, one of the secrets is
to try to keep this as uniform as possible
going to the back. So the same sort of like amount of faces
that we added here, I can definitely
see that we could benefit from one
extra line there, especially for this
top area right here. I mean, it actually,
it's not that important. Why? Because this top area is going to be covered by the belt. But we are gonna be seeing the backside of this
thing in some games. In some games,
you're not going to see the box is going
to be a double-sided, a mesh, which can work, it's totally fine to use
a double-sided mesh. It depends whatever
you want things to be, or this case thick or thin. In my case, I do want
to skirt to be a thick. It also gives better bakes. It will be extra geometry
and extra texture space. So all of those
things are things that you need to consider. But I do believe that it's
gonna give us the battery. So one thing we do, we can do with this
ladder, for instance, once we get into texturing
is sometimes the front of the leather leather
jacket or a leather coat is one color and the backside
is another different color. And that makes for a
very interesting thing. So here's what I mean. Like if we want to keep
things as nice as possible, we're gonna be as
mirror as possible. So good thing is we are
seeing the backside here, so it should be fairly easy to, to copy the exact same
sites of polygons. It's going to extrude
this one right here. For instance, is
just merchant rate. There. You go. See that? So we copy the exact same thing. And thanks to all of the
rules that we already know, we've been practicing so far. This should be fairly
should be fairly fast. So that one right there. That's pretty much right there. Go. Triangle if I'm not mistaken. Yeah. You can see we just
continue the border in the most precise way possible. That's a triangle right there. Square right there. Now, we're gonna
be doing the next, the next two, like skirts
on the next video. And I remember I
did promise that we're going to talk a little
bit about like character, character backgrounds
and stuff like that. So we're going to talk
a little bit about that in the next week because
as you can see here, it's really not many new tricks, just like following things
as closely as possible. And that's pretty much it says here we'll just do
this all the way to the back. I think another section
might be a good idea. You can see that this, again, this vertex right there went
crazy and went to the front. It's very, very common. And it gets more common like that sort of behavior
gets more and more common if you have a
really small characters. So that's why I've
been mentioning that the scale of the characters
is super important. Because when you're
working with a character, like the real-world skill
is really, really small. That happens way more often because the tool
doesn't know how to, how to like separate
things over here. Okay, that's gonna be
an interesting one because it's asymmetrical
right there. So I'm going to bring
this thing back. Then we have this
really long triangle. I don't love that one, to be honest, I'm
gonna delete that one. Now rather just do
that right there. And I think, or I hope maybe one extra line right there
could be a better option. But I also hope that the smoothing options
that we're gonna be adding will give
us a better effect. Now it's important that we're as symmetrical as possible
when doing this, because when we bend this, if you have the
exact same number on the bottom side as you
do on the top side, you're gonna get a
good deformation. So now let's give it a shot with the smoothing options,
a mesh, smooth. That's quite a nice
like distribution. I would say we have an
extra like geometries over here and we can just
say Mesh and conform. Now let's take a look
at the low poly skirt. And there we go. That looks quite nice. We
do get a couple of errors, especially, sorry, especially here on this
vertex right there. So I'm just going to push it to the back for that
one right there. There we go. Bring it back. Of course. Play around with
the topology here to make it matches
nicely as possible. And we can of course do a
big test if we need to. We can do a back test to see how good or bad this
thing is gonna look. I actually think it's
going to look quite nice. I don't see that
much of an issue. And in regards to the
amount of polygons, we only have 1,500. So that's quite nice. We have what effects? I'm going to show you
here real quick why the plot effects
are so important. So imagine that we have
a joint chain, right? I'm gonna go here
to rigging chains. And usually what we do, what do you do for skirts
regards to rigging is you have a joint chain that goes along the whole
thing like this. Okay. I'm going to position
it right There. You go to a right view and can get this inside
a little bit better. Let's gets to the top. That's fine. So if we grab all of those joints and we select this guy right here
and we do a ringing skin, bind skin just
defaults, that's fine. We can select all the
joints and if we move it, wait, not the last one. There we go. If we move it, discourages
gonna do this, right? This is the kind of
behavior that we would expect on a game like if
the character is falling, expect the Cape to go like, and then he falls in his goals. And thanks to that like
very square distribution of faces that we have
right there when we do that movement is you're
seeing right there, it deforms very nicely. It gets a very nice effect. You'll be like, Oh, this looks a little bit
like cardboard. We're getting some hard surface
effects on the borders. We could avoid having those
hard surface effects if we reduce the amount of or if we increase the
amount of polygons. But that also comes with
other sorts of problems. So that will be the, or this is a quick
test that we can do to see if this thing is
going to differ properly. And as you just
saw there, it did. So yeah. That's a good option when you skin things together. Locked. So you just unlocked. Let's dilute history. Do not freeze transformations. We need that number
just in case. And I did see or saw one. Vertex was having some issues. This one right there,
see that, that line. So I'm just going
to grab that line without having leaf
surface turned on. I'm literally just going
to push it forward. That's another trick that you can do if you're
having issues, don't don't don't
use light surface, just just push it forward. So that's like right on top
of the surface that you want. And that should give you
a better distribution. So if you find a couple of
vertices that you want to fix, a good way to do it for
this particular one. I can see the same thing
is happening right here. The conform works really well when the
meshes are thicker. This also why I made this leather scraps
like thicker on the on the sculpting side of
things because I knew that this is going to eventually
happen under root topology. So you'll want to keep
things a little bit thicker than you might
usually look at that, like that protects right there. Isolate. There we go. You can see that vertex
right there is really like instead of
the whole geometry so which is pulled back. That's also going to
help for the rigging. You might have seen some black, black lines on the Reagan. That's when two
polygons are really like they're
crossing each other. But they're going to
hopefully with this with pretty much
resolve that issue. And that's it. So our spirit is ready again, if we need later on to reduce the amount of
polygons we can do it. This is not final resolution. We can definitely like soften it up a little
bit more if we need to. But this is a
really, really good, a really, really
good approximation. So I'm gonna stop the
video right here, guys. And then the next one we're
going to continue with the left leather patch. Hang on tight and see you
back on the next video.
32. Left Skirt Retopology: Hi guys, welcome back to the
next part of our series. Today we're going
to continue with the left skirt or a topology, which is this one right here. And as I mentioned in
the last video, I mean, there's nothing new that
I'm going to show you here. It's the exact same
techniques that we just saw. Therefore, while I did
the right topology, I want to talk about
a different topic, which is the hero's journey. This is a very common thing that you see pretty
much in all media. But games, movies, books, and it's the way
to the character will go through its journey. I like the story that
you want to talk about, or did you want to get the Jonah convey
throughout the experience? And the hero's journey is very important
because it allows us to think about where our
character is coming from, right? One of the most important
things that I always told my students to
think about them to do whenever they're
creating something is give them a story,
keep them in porpoise. We, as humans, we are
storytellers by nature, if you think about
back in the old days, the caveman and stuff like that, people would gather
around the fire, then tell stories about
gods and the Huntsman, like just overall things. So we are naturally
inclined to tell stories. I don't know if you guys
are fans of gossip, but that's one way
to tell stories. Of course. It's very important that we know how to tell a good story. And the first thing
that we need to find is something called the status quo. The status quo is like
the starting point of a character, this case thyroids. He's starting point
is as a demon, he is a daemon. The leaves in the
plains of ****. And the only thing he
knows as Anna, like pain, anger, the structure like he has been brought up to
be that kind of force. And he was a soldier. The story that I created
for this curators, he was a soldier and he, he only knew how to be a
great shoulder, right? So he, he killed a lot of
actually he's a devil, a devil sliding the difference
there in the D&D lore, demons are chaotic, so
they only look forward to destruction and
devils are more lawful. So even though their bath, they follow a special
type of code and stuff. So thyroid is why say double. And he was in charge
of killing demons. And he was really good at it. But at one point he, and this is the
first step of the, of the hero's journey. He had a call, a call
to action is called, which is the the
detonator that starts anyone's kinda like a
journey throughout there. There are development. If you think about like if we think about like
Pokemon, right? Like the call to action was
ashes selection of Pikachu. So that was the moment he was called to start
his own adventure. In the case of thyroids, he found a call to action actually coming
from the heavens. So he, he saw that
there were some angels, a fallen angel actually
called a serial. There was looking for him because she knew that
he was really good. So that call to action is what starch or kickstarts
virus's history in my own, in my head cannon, right, like my little story that I'm telling
with this character. After the call to action, there are pretty much
two things that you can do in regards to
character development, and both of them
are really cool. The first one is the refusal. So you refuse to follow
that call to action. And the second one
is the acceptance. Of course you accept the call to action and your story begins. So the best example I can
give you guys about it, the refusal is Star Wars. If you've seen the
first Star Wars, which in this case
is episode for Luke, is look, gets the color
fraction from OB1. He finds the two droids and OB1. Well, in this case, Ben
Kenobi, he's like, Okay, well, we got to help Lia. We gotta help layer
or layer Help layout. We're going to find her and system rebellion and stuff.
And it looks like no, no, no. I'm just a farm boy. I need to go back to
my uncle and I need to to just continue doing
what I normally do. So he refused the
call to action. They go back to the house. This is not spoiler by the way. This is very old movies. So if you haven't seen it, you definitely should
go and see it. It's a great movie. And he
refuses the call to action. He returns to the farm
and he finds his family, murder Uncle Owen, and out onto Bruce are
killed by the empire. And that is a way to
pretty much force your character to go into or
to follow its development, to accept the call. There's a lot of
different ways to do it. I've seen several books. I've read several stories
and comics and stuff of how, how people approach this. And this is where
you as an artist can create your
own story, right? Like that's what separates
every single media. Even though pretty
much everyone follows the hero's journey in
one way or another, the way you tell
that story through the hero's journey
is what's going to separate you from everyone else. So don't think that
because we're using a sort of like formula that makes us, or that makes everyone's
works like a, like a copy. It's not that it
makes things original because this is a
formula that we normally go through life. And there was a
really great author. Here is actually the guy who
coined the hero's journey. His name is Joseph,
Joseph Campbell. He was an old psychologists and then he became
a mythologist. It was a really interesting
career choice for him. He went through the world, learning about the myths that
every single culture have. Asian myths, American myths, Western European
myths, African myths. He went everywhere. He went everywhere and he
learned and he found out that throughout all of the
mythology, Greek mythology, again, Asian intelligence,
Hindu mythology, Polynesian mythology,
Mexican mythology. Like everywhere,
everywhere there were common patterns and this column patterns is what he simplified into the
hero's journey. So after the character
refuses or accepts the call, a very common thing
happens, which is, again, very, very
common in the media. You get a mentor there. There's someone that appears and becomes the mantra
of the students. You can think about
Merlin for King Arthur, you can thinking
about Aztlan for the Narnia boys in
Chronicles of Narnia. You can think of, hey, Mitch for cabinets
in the Hunger Games. All of these guys,
Dumbledore, of course, for Harry Potter, Harry Potter. So all of these characters are mentors that are
going to help the, the hero in this story
will achieve their goals. Sometimes they are. Again, this is where
you can create really interesting
effects for all of the characters that you
are coming up with. Some things that mentors
are very fatherly and they, they really like a care for the character and they
help him very nicely. Sometimes they're, they're
like really bad mentors and they are horrible example
like the fact that they, even if there are
horrible example that they guide the
character somehow, that's what's make, what makes them that type of
character, right? So in the case of my
character of thyroids, I thought that the mentor could be another captain on the army. He gets the coal from Syria, which is this fallen angel. And then, and then there's
another mentor on the, on cereals army that gets a hold of a
virus and he's like, Okay, I see your talent. I see that you can
be a great warrior. I'm going to teach you
how to be a great water. And then the journey begins. That's after that point that there comes to
be very, very good. I think this is one of
my favorite parts of the whole hero's journey, which is called the
crossing of the threshold. That's the, that's the
next step on the journey. By the way, there's a lot
of information out there. I'm not a literary master, I just know a couple of
dislike bits and pieces. It's going to hopefully
inspire you guys by the crossing of the
thresholds are really, really interesting part
of the hero's journey. Because at this point, it's the first step out of what we know as the known world. And you jump into what we
call the unknown world. As I was mentioning earlier,
this hero's journey. So it's a really important
part of human nature as well. Because we as humans tend
to do this quite a bit. Every single time when you
are enrolled in school, when you go to a new job, when you are when you are
falling in love with someone and you're getting
to know them on a more intimate level that you are crossing
the threshold. You aren't going
into an unknown part of your human experience. And you might have a metric, you might not, it
might be useful, it might not be useful. But the point is that
no matter what you do, you are discovering
something new in this new part of the world
and this new journey, you're going to face challenges. And this is what Campbell
calls the road of trials. Usually begin like
if you follow again, a Hollywood movie, this
is very, very common. I'm sorry if I'm spoiling
movies for you now, but the next time you go and
see a movie or watch a show, you're going to see this
beats of the story is very, very obviously there's like, okay, he's crossing
the threshold. Okay. That's the mentor. Oh, okay. That's the biggest.
It's formulaic, but it doesn't matter even
if you know what's going to happen in regards
to the flow of, what's the word of this,
of this hero's journey. If any of you know this flow, you still enjoy it
because it's something that we as humans look for. So when you go into this trials, usually there's three trials. And usually the first trial is like the
challenging ones like, Oh my God, I'm
learning the ropes. I'm starting to see what
works and what doesn't work. I'm learning my powers, right? Look for a superhero. I didn't know I could do
this loose Spiderman, just like flinging around town. The second one is when
he gets confidence like, Oh, yeah, I'm really cool,
I know how to do this. I'm I am, I'm awesome and I feel like things are going in and throwing
it very nicely. And then the third one, the third one is
usually where you hit the first crisis like you, you become a little bit
overconfident about your skills and then
you make a mistake, something happens, you, you mess up and you have to
pay the price for it. In some movies, the prices
maybe you lose the mentor, maybe the mantra has
to sacrifice himself. This is what happened with, with Gandalf in The
Lord of the Rings. If the first movie, again, snub spoilers, you guys. If you're in this
industry and you're watching this video,
you should have seen. A Lord of the Rings were throughout the whole thing or they're supporting
the work handled. Asks for others like
where should we go? Should we go through the mountains or should we
go through the tunnels? And Frodo says, let's
go through the tunnels. And you can see in the eyes
of gallons like, ****, I didn't want to go through
the thalamus because I know what is in there and I
know it's dangerous. But he he follows in this case for though
is the main character. And he follows for those
wishing it's like okay, well, if that's how the story is going to unfold,
then let's do it. Let's go through the tongues. And in the tunnels, they make
mistakes, they have issues. They, they struggle
with a couple of things and
unfortunately gathered has to sacrifice himself so
that everyone can keep going. And that's again, that's the trials that the
character has to, to overcome the debt of
the mentor is a very, very, very common trope or very common motif and this
sort of like stories. But it's not the only
one. There's a lot of the other ones that you might be able to see in movies or in
different types of media. I'm quick parenthesis
here, as you can see, we've pretty much finished
with the front part, again, trying to keep this as organized
as simple as possible. If we need to move things here a little bit or just like modify a couple of squares to give things a little
bit more uniform, especially for the smoothing
that we're going to have. We just do it right here. We don't want to add more lines for more polygons that we need. As you saw here, I
added a couple of extra ones on the
little flappy beats. This is unavoidable. We've mentioned this before. When the silhouette
of an object changes, we are going to have to adapt to that
silhouette change here, following the same thing that
we did on the other one. I'm just going to try to
mimic the exact same, the exact same topology. So now, going back to
the hero's journey, this is what we call that, the moment of crisis. The moment of where the character has
challenged the most, is usually called the
ordeal or the final test. And sometimes the character is going to have to go through the preparation montage
where he goes and trains or it looks for a specific tool or a magic
weapon or something. And the after getting death, he can go back and
confront whatever was that got him into
that critical situation. So that's usually how it works. Like if we, again, if
we think about the, let's say Harry Potter, right? Like the first one, he goes to Howard, he
learns about magic. He's like, Oh my God,
this is amazing. And then he learns history,
chosen won, he survived. He needs to find the answers. He needs to find the
philosopher's stone to beat the inclination
of bolder more. That's, again, that's the
way that normally like, that's the way that
movie is normally go. They find, they introduce
you to the character. They tell you why he's a chosen
one, why he's important. And after you learn that, he goes through
some trials while his learning what
his skills are. And eventually he
faces something that he can't heat, it gets defeated. He keeps training, he looks for more information, he
looks for allies, and then he goes back and
beats whatever was an issue. If you think about like
The Avengers movie, same thing, just thinking
about the first Iron Man. That's exactly what happens. You have Iron Man,
he becomes Iron Man. He started being a superhero and then he finds that there's like corruption and his company and he tries to
fix it, he loses, and then he finds
more resources, more elements that he's going to be needing
and he succeeds. It's a very common trope. But the reason why
it's coming in, it's useful is because it works. That's one of the
things a lot of people, when they hear
about this tropes, they feel like
they're bad, right? Like you shouldn't be using things that are so predictable. Well, the thing is, it's predictable because
it's good. It works. If it works, then you
can use it, right? So why fix what's not broken? Of course, and here's
where that good movies and get a good series
and the good books happen. If you can find this formula, if we can take this formula
and use it to flip it around, like you change a couple
of things on the formula that really separates you from
the rest of the elements. I remember when I first was
watching an attack on Titan, when it first aired like, Well, what's it like ten years
ago or eight years ago or something like the way that the heroes are presented
and then the faith those heroes have to endure. It was like, wow, I can't believe this
show is doing this, which was a really, really welcome
surprise from my bark. So you can always it's called it's called,
What's the name of that? That's another trope. Says submerge. So bert subvert expectation, I say, I think is
what they call it. Which is when, when people think that something's
going to happen and then you throw a curve ball and then something else happens. Of course, you gotta be smart on why this is the way
it happens, right? Like you don't want to be like subvert expectations is just
for the fact of doing that. You always want to have
a plan and like a, like a master idea, there's some authors
that are gray. They're doing this, they,
they build things up. And then when you when you see that this was something
that was coming from A while ago and just like ****, this is going to plan that
from the very beginning. That's amazing when they just like change
things because they want to surprise the audience without really
building up to it. That's usually bad storytelling. So going back a little bit to, to my character to
the thigh rows. In regards to that
expectation thinking. Part of the story is that he's
master, his mentor rather. Dice, again, they will
this N1 confrontation. He gets a little bit
too cocky, right? He gets too confident
that he can manage or destroy a specific like
a daemon, Daemon nest. And then they realized that something else is cooking there. There was a little bit more advanced stuff going on there, and that's not gonna
be as EC2 to beat. So hit the master, his friends, his mentor decides
that the best option there for them is
to juice or run. But unfortunately,
if they just run, it's not gonna be possible for
both of them to escape and demand toward the sides to
sacrifice himself to death, to let thyroids escape. That's the, that's
the general idea that I have for the character. That will be the start
of his adventure. Now in my story, in my campaign, he is a little bit
of a higher level, so you need to It's kinda like justify how he'd got
to that higher level. So in my head or the
story that I came up with is he has been
haunting down. He saw that this was
a specific kind of like a nest of dibble
devils are demons, sorry, that has specific symbol. And he's hunting them down
to try and find justice. What he's going to realize later on is the
demons are actually allies with the same power
that call him which cereal? Cereal, who initially call him to be one of his champions. It's actually working kind
of like a double agent to put an end to the war. Because there's an internal war, war in **** or
demons and devils. And she started off at, so she's playing both
sides on my story. This is my own
interpretation of the story. So on my story She's playing both sides because she
doesn't care who wins. She just wants someone to win and put an end
to the whole thing. So, yeah, that's, that's how you will normally come
up with a story. And why is this important? Because all of those details, like the moment you start adding more information
to your character into your creations, you, you start understanding things and you get a, It sounds
a little bit weird, but you get the more
human connection with your creations,
which in this case is, I know it's just a character on, but this allows you to take
or make some decisions. And the textures, the
models, the problems, all of the things that
you're going to be adding now start making sense
because I could be like, hey, you know what
the ACS he's holding, that was his mentor socks. He took it maybe he was a sore
wielding character before, but after his mentor dive
in order to honor him, he decided to pick up his acts and he discovered that he was
even better with dx, right? So he's become really, really powerful with
that specific weapon. That's the kinda stuff
that you get ideas for. And you can start
combining those ideas with which are modeling,
which is sculpting. And that way when
people look at your, at your characters
are going to ask questions like,
what about the x? Why does he have a
skull on his shoulder? Well, maybe that's cool. Is the head of one of these demons from
this sort of Nest. He was able to hunt down
one of the big demons, maybe at level six or seven, and he killed him. And to show the other demons of that specific group that
he's not messing around. He's wearing that
hat as a reminder, I like a very gruesome reminders
like you guys are next. Like I'm not going to forgive what you what you did to my, to my mentor, to my master. That we go, let's delete
the history here. We're going to say
modified or Windows. Sorry. Let's go back to modeling mesh. We smoothed this. Once
we do a mesh conform, we just check to make
sure that we don't have any like interlocking things. We want things to be
as close as possible. It's isolate them,
especially the borders. Here's where we get this sort of like problems from mistakes.
That one right there. Let's just look back. Here we go. We've better,
we want things to be. Same thing here you can see how a little bit of a problem, they're just random little bit, Let's slide it. That's it. Have another skirt, again, a little bit dense on
the little floppy bits, but that's going to help with
a very nice and clean bake. Not too many faces,
21,000, so it's fine. So I think I think we're still
on a, on a good precision. And again, as I've
mentioned before, we can reduce this later on. So hopefully you guys liked this little explanation of the hero's journey on the skirt. I might talk a little bit about other things that are important to history, to a
character story. To understand how
you can build him up and create something that's
a little bit more more deep. So yeah, that's it for this one. Don't forget to save and we'll see you back on the next video. Bye-bye.
33. Left Skirt Retopology: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the right skirt and we're going
to continue talking about character development and just a couple
of things that you can use to excrete more
interesting characters. So, you know the drill, which is make this
a light surface. Before we talk about
the characteristics and I've mentioned what we're gonna do here with the stitches. No big deal. We're just
gonna ignore them. When we draw our
initial squares. We're literally just
gonna ignore them. And that face right there is
going to capture the detail. So don't worry too much
about those specific faces. Just do the exact same
technique that we did for the, for the rest of the character. And we should be good to go. So as I keep adding more of these guys
right here and we started building the, the overall skirt
when talking about character development and the characteristics
that you wanna do, there are a couple of different ways in which you can build it. I personally really liked the DMD, Dungeons
and Dragons way, which is to create
ideals, bonds, and floss. Like what are the things
that your character has struggles with from a
personality perspective? Is he very depressive? Is he? He does He tend
to get really angry? Is he really nice,
trusting of people? Always heat to
gullible like all of those things like the
personality traits that you're gonna use, your character are
gonna be really, really important because
you're going to determine how he reacts to
specific situations. Like a AAA shy character or
a really timid character will not respond the same way to intimidation than a character that's prone to anger, right? And when writing a book, when telling a story, when doing a pitch for a
specific sequence or whatever, that kind of stuff
can be reflected on the weight the
character moves, on the way the character talks and the way the
character behaves. All of those elements are
important for building or constructing something
that's gonna be way more deep than just that. There's your typical hero that's just good at everything, right? That's a very common trope or, or way to describe it here. They call them the Mary Sue's, which is a type of
characters that kind of like an self insert character
where he's perfect. You just create a
character that's perfect and never
makes any mistakes. He knows the answer
to everything. He gets older ladies like all of that stuff and
those kinds of characters tend to be very boring whenever I create the characters
for my games or for my, for my stories, I always, always, always
give them a floss. I loved you in my
character's flaws. Sometimes it's physical flaws. Like maybe he's missing
an arm or a finger. He is, he's blind in one eye. That sort of stuff always makes for very interesting things. If you have a character
that's just perfect, it just gives you a
very kind of like boring overview of
the whole thing. So I mean, it can be done. There are characters
that have absolutely no, no, no, no, no errors, no problems, and
they worked fine. But if you think about the
most memorable characters, there's always like
floss to them. For instance, Batman, batman, very iconic character.
What's his flaw? His temperament, right? Like he's his personal answer,
very cold personality. He doesn't care about and he's super angry with the world. I don't know anyone
who's like that, like Batman all the time. But I've definitely
felt like badminton one point in my life
or to write like, there will be moments
in your life forms. You're going to identify a lot with a superhero or
with a character. And that's when you can
use that information to create more
interesting effects. Our own life experience is the best way we can create interesting things because
you are the only one, no matter how original you think something that
you're creating is, you are the only one who has experienced the life
exactly as you have, right? So even if you have
a twin brother or someone that leaves
us with your husband, learned with you
for a long time. You both have a way, a way different perspective
on things and events. So that perspective, your
particular perspective, that's what it's going to make things different and original. There's a very famous quote, I don't remember who said it. But one of my friends
who's a writer, he has told that one to me. It's like everything has
already been invented. So whenever you're
trying to come up with a story
with a character, you're doing a
character that everyone has or if people
have seen already, like, I know this character that we're doing
right now, thyroids, he looks really like quite close to to create those
right from Gulf War. And that's fine. That was
one of my inspirations. But the thing is how am I
going to make a difference? Well, by giving it
my own perspective, my own life experience will be, will bleed into this character. And I'll be able to
create something that's a little bit
more, more unique. It doesn't mean
that it has to be completely separate from everything else is just
going to be more unique. I find this very
interesting, for instance, in Japanese culture in regards to like animus and mangoes, there are specific genres like, I think one of them is shown
in which is the typical, the hero, the chosen one, and how he goes from
being a weakling to being a super powerful character, kind of like Dragon Ball and
the Naruto and one piece, all of these guys here
are my hero academia. All of these guys are opponents. And they even have
like a magazine where the mangas are published and you don't see people
complaining like, Oh another Shannon, I'm sure
there are right by them. People know what to
expect from a shot and what you're trying
to see for each, with each new shown
in that you see or when each new show is, how are they going to tell the story differently this time, maybe the character this time is super happy or he
is super angry or his, I don't know, like
there's so many different ways to
tell the story. And that's what
you're also going to find on your characters. Like if you're like, Hey,
I want to do a character, but I don't want it to be, I want it to be super original. It's not going to be
like if you do a robot, people are going to compare
you to transformers. If you do a fantasy character, people are going to compare
it to Lord of the Rings. If you do steampunk, people are going
to compare you to know there has to be some sort
of like famous steampunk. If you do Cyberpunk, people are going to compare
it to the cyber frog. It doesn't matter
what you try to do. People will always
compare your characters to the most commonly
available characters. But again, it's not bad. That's perfectly fine. It's normal. Because every single work is, it's kind of like
derivative, right? How you make that work into
your own type of work. How you construct a new story based on that work
that you're creating. That's what's going
to separate you from the rest of the people? A couple of years ago or I think it was supposed to 2021 or 2022, 22, arcane, right? The League of Legends
series came out. It's an amazing series. If you guys haven't
watched it, you need to watch it as a 3D artist
is one of those things. Monster watch because you can learn so many things from it. But I remember when
the, back in the day, League of Legends was
literally a copy of a DOTA. Though there was a what's the word though that was
a, it was not a copy, but it was a derivative work from from Warcraft work are
three and worked our three. It's just again like a derivative
work of another thing. So that's what I mean
by not being true, worried about where you're
getting the inspiration from, because everything is a derivative piece
from other things, it's totally fine
for that to happen. What you need to do is you
take that inspiration, then you make it your own. You insert your own
experiences and your own. Yeah. Well, what
you've learned in your life and that's
what's going to make that specific work different
from other things. So now, going back to the
character itself, to heroes, That's where whatever character you're doing, that's when again, you need to think about what kind of characters
you're building. Because all of those little
pieces of information are going to give you a
specific type of character. So if my character
is prone to anger, which I think thyroids
would be being a barbarian. Then I need to somehow
communicate that with my, with the model. I need to communicate that
with the facial expressions. I need to communicate
that with the type of texturing today that I'm
gonna be doing later on. So he's probably going to have some lots bladders
and things like that. Going around some
parts of this armor or his face to indicate that this guy does not
mess around, right? If your character is
more of a bookworm, he lives in the library, he's a wizard and
he loves to study. Then his clothes are
gonna be really clean. The details are gonna be really, really pristine and not
as damaged as well. We have right here,
for instance, on the cloaks are under skirts. That's the kind of
stuff that you need to do when designing the character. I know that for this
particular character, we didn't do a lot of the signing because we
already had a concept. But there will be a
point in your career where people are going to ask you, Hey,
what do you think? Well, what should we add? Those sorts of questions
that you want to ask, okay, well, What's
his personality? Well, what are the things that we could expect from this guy? Oh, here's like this. He's shy. He's okay. If he's shy, he doesn't like
going out as much, then he's probably
not going to have like a very rough clots
and stuff like that. He's probably gonna have more like fancy clothes and he's going to have
to adapt to that. So in the first
couple of chapters or the first couple of
parts of repeated game, maybe he's going to
start getting like a broken broken pieces of his
closet and stuff like that. So that's the those are the trains of thought that I normally have when I'm
designing this row of things. And that's what I
invite you guys to do as well here
as you can see, a regards to the bulgy. Nothing too fancy. Just going around
this one right here. So a little bit weird about adding one extra
line right there, but then it's gonna go all
the way to the other side. Trying to find where this is. Like joining properly. See it now. There we go. We go. The super big one. Okay, let's see how that works. It's a little bit stretched
as you can see right there. Like I feel like I'm losing
quite a bit of form. That therefore, since I definitely can see that we're
losing quite a bit of form. I'm going to push this out here. I'm just going to
have a triangle. Once it was way, way too much. When they have things. You want to have things be
as uniform as possible for. We've mentioned this before. Here we can just
continue copy that the symmetry doesn't have to be exactly on the other side. But as long as it follows
sort of like the same shape. It's gonna make it
a lot easier for us to just fill this in. Another thing that
you can do for your characters when it, when thinking about
them, is again, like a, some sort of like redemption arc likes maybe you think about a specific type of idea
for your character. As always, ask
yourself what would happen if the opposite was true? Like in the case of thyroids, we are saying that he was his mentor sacrifice himself
so the virus can live. Well, what was the
other way around? What if thyroids decided to sacrifice himself so
his mentor could live? What will be the
consequences there? Maybe he was erased by the
demons and eventually escaped. Now he's looking for his mentor. Now instead of his motivation
vein avenging his mentor, his motivation is
I need to survive, get out of here and
in the safe My, or regroup with my
mentor right here. I think I'm going to add like actual theory
because it's getting a little bit tricky
on the border. And then I'm worried
that even if we smooth that border is gonna
be a little bit problematic. So I'm adding this
thing right here. Or maybe again, like the
initial idea was, yeah, sorry, L. Who is the one that gives a thyroid some of the
powers she's gonna be like, Okay, you know what, like
she's not, she's not patchy. She actually does want to when she's not like a
double agent or anything. So how will that work? How can we make that work? Sort of like a strawberry
story beat for our character? Usually on a production here with the small
students that I have. It's quite fun because I do have a little bit more
artistic control over all of these things
that I'm talking about. So if I don't like
certain things, I can always tell my artists like now this is
what we're doing because I think this is
the best and they have to, they have to just
follow through. But usually on the big
studio there's gonna be writers and producers
and directors. And all of these
people are going to have their own opinions. That's when things get
really, really complicated. When you have control
of your character, or in this case over, over
this particular production. It's quite easy because you can get the size of what
works and what doesn't. If you don't like something, you just change
it and that's it. But every now and then you
will be working with a client. And even if you have
a really good idea, the client wants to
keep things simple or very, very predictable. There's not much you can do. My best advice, there is
a first job you need. Just follow its job. Now that every, every
single thing that you do has to be like perfect art. I mean, it has to be perfect art on the technical side of things, but you don't need to surprise everyone with amazing
storytelling every single time. If you're doing a
commercial for tacos, you're going to have
to be a master at solely telling to
just sell tacos. There's a big difference between a commercial product and
an artistic product. Sometimes I feel like
people forget about that, or they tried to to really push things into a really artsy, fat, artsy, fancy sort of thing. That's how we used to call it. And we need to understand that there's also the
production side of things. So sometimes you will not
have what's the worst. You will not have a production that needs you to be
super artsy Farsi. You can be, you can create something that
looks really nice. Works for the production, works to sell the product. And that's it. There will be a
time where you can do something that looks
more artsy, foxy. It's a really, really
important distinction, that one I feel like
a lot of people, especially in our industry,
forget about that. There's, there's the
production side of things, the commercial side
of things where you need to it will
sell and make sure that whatever you're
doing can be a commercial or a movie
or whatever cells. That's why a dangerous
and stuff like that. A lot of the Marvel movies, some of them have tried really interesting things and some of them have succeeded
at that and some haven't. So that's why you can't always take those risks because
you're, you're playing. We'd like a
multimillionaire franchise. Imagine you make a mistake and you lose all of that money. No, no, that's something
that you definitely don't want them a little bit
concerned about. This one. We're just going to keep moving on this side
because I feel like a little bit
slow for this one. So again, there
will be times when you're working on
projects are on products. There are just a paycheck. I just call them a paycheck. There's not a lot
of passion there. It's just, it's just a
very commercial endeavor. That's fine. You of course, are going to apply all
of these techniques that I'm showing you when
you need to read, apologize, a character that's
just gonna be selling, I don't know, juices
or something. But again, that doesn't
mean that it's not something that you
can benefit from. This one right here. Like this triangle right there, It's a little bit of an
aggressive triangle. Again, not the end of the day, but I usually don't like having two triangles at the same place. I'm just going to collapse
that one right there so we can save ourselves a
little bit of a hassle. Same thing here, I'm just
going to collapse that one. We've used it to, to
alleviate a little bit of the of the tension that
we have down there. There we go, That one. We do need a triangle
right there. Not a huge fan of that triangle. Usually the triangles are there
we go, That's way better. Usually the triangles
should be an other type of areas that will go. There we go. Just pushes up. If it gets complicated because sometimes
it does like that. One thing is to go out
of that thing and just breach rich bridge. There we go. So this looks good. Again, a little bit dense
in a couple of years, it's unavoidable to have
way more density on the small areas because we need the topology to capture
that piece right there. Just fix this one as well. It's an easy ones just to reach from one
side to the other. There we go. Now it's a little bit worried
about this face right here. The forms are right. It's just a flow that's
a little bit weird, but let's try some more
than see how that looks. Let's do mesh, smooth, then mesh and conform murder. We don't need to see the
thing to, to conform to it. And yeah, that looks good. Because I'm looking
for beats are pieces where like
that one right there, that vertex right there,
and just push it to the other side there we go. Looking for on any
of those vertices, this one's definitely
a little bit heavier. It's actually looked smaller. That's fine. But the proportion
is looking great. So now if we take a look at
these three polar surfaces, so you can see right
here, they all share a very similar density. Think this one's
slightly denser. It has this extra
line right here, which again, we need to
reduce later on we can. But this is gonna
be perfectly fine because once we rig this, if we are when we read this, we can make it flap just a
little bit, like up or down. And it's going to give us
a little bit more control over the whole character. Technically, you can
also simulate this, but usually for simulations
you want to keep things as a single sheet because having a thickness
on a simulation will generate a lot of overlap and that's something that you
definitely want to avoid. So this is it for this one guys. We're finished with
the with discouraged. Let's save this real quick. And in the next one, we're gonna be starting with, I think we're gonna go with
the belt buckle first, so hang on tight and I'll see
you back on the next video. Bye bye.
34. Belt Buckle Retopology: Hi guys, welcome back to the
next part of our series. Today we're going to continue
with the belt buckle, which is one of the pieces
that we have right here. This was a rather
interesting one. The reason why it's
interesting is because we do have a little bit
of detail on the spikes. But it's one of those things
is one of those details that we can easily
reconstruct with texture. So we don't really need
to bake this down. So what I'm gonna do
here is I'm going to recreate the cones that we
have going around the spikes. And then we're just
going to do everything else here instead
of the belt buckle. But we're actually probably not going to be using this
ones that we have right here for the final textures
because I do want them to be quite spiky and we've mentioned spiky things before, right? The problem with spiky things in bakes is that they can create a little bit of an issue when baking the tip of the elements. So I'm going to create
this thing right here, placed where I want it to
be right around there. And what are the other things? That's the problem
with spiky things is that we need quite
a bit of geometry. I want to make it like DHL, like this and we can keep it
just like that. That's it. The only thing we need to
do here is probably play around with the shape. You can see that it's actually
a bad thing for my part. I shouldn't have created this things like
poking, poking back. We're probably going
to need to make the book a little bit bigger. But that's fine. Let's just try to find the perfect size which
is right around there. Perfect. Now I'm going to go to the
cone and I'm going to change the divisions because
20 is way too much. 12 is usually a good number. It's going to keep it low and at the same time it's
gonna make it easier. And one other thing,
you will see that the cones have an angle down here. We're going
to delete that one. We don't want it. It's going to be inside
of the belt buckle. It's got a belt buckle
again, this guy go. So now here's come, here
comes the interesting part. If we go to the front view, you're going to see that
this thing is repeated 36912 times. The pure point of this thing is gonna be roughly around here. I can see that
that's like roughly at the center of this
point right there. So we move the
pivot point there. And I'm going to press
Control D and move this. In this case it's 30 degrees probably I think
it's 30 degrees, so let's say -30 degrees and then we're going
to press Shift D. And by doing that,
as you can see, I duplicate this thing 12 times. 12 comes right here.
And those 12 columns are pretty much
symmetrical to each other. Um, I might have missed the
central line a little bit, but we can just correct it
by pushing these things up. They're still in
a perfect circle. So that's what we want. We can just combine this guy's til the history center pivot, as you can see the
builds right there. And we have our
spikes ready to go. Now you can see
the small spikes. Actually, I was tricky enough. I just make them smaller and rotated this 12
degrees like that. Okay? Now here, there is a
little bit of an issue. We don't want to keep
all of the surface that we have on the underside of the cones because all of that surface is
going to be hidden. So that's wasted texture space. So I'm going to isolate
this guy's real quick. Select the edge
loops on the center. All of this edge loops. Here we go. And
if we scale them, as you can see, we're
going to push them up. And it shouldn't really
destroyed the tip, as you can see right
there, it's going to keep it quite close. And that way we don't waste
as much as much space. We also get a slightly
different effect right there, which I think is
fine. And that's it. So with that, we pretty
much have the cones, which is one and this. Where's the other cones? They delete the other coach. I think I deleted the
other columns, my bath. So let's go back a little bit. Forgot to duplicate. Here we go. Let's organize this
a little bit because making me anxious. So this guy, Let's just hide them. We don't
need them anymore. This guy right here, I
am going to rename them. So let's call this. Actually, let me just grab this guy is controlled
G pulled this belt. And we'll clean this
up just a second. So let's just hide
that. There we go. So this one, let's just
hide that as well. So we're only left with
the buckle and the coats. So let's go back to the cones. Let's make them a
little bit bigger. Let's remove the rotation. So that's the original
coast. That's perfect. We duplicate this and we smooth amine or make
them smaller like this. And then we rotate
this 15 degrees. Let's be as precise as
possible to keep symmetry, which is going to be important. Now that we've done that, we can once again go into
the sections right here. All of these guys. There was an easier
way to select. I will show you, but I
think that's what we have. We just scale this up. Good. You said it's right
there on the border. Yes. It's going to make
this a little bit wider, but I actually think it's not a bad idea to keep them
wider and that's it. So this guy right here and
this comes right here, we can combine all the history. And as you can see, that's the, that's the line of
codes that we're going to have for the whole thing. Now, that means that here we go. Let's, let's isolate
this 1 s real quick. All of these cones that we have right here we
actually don't need. Easiest way is just
double-click this to select the things that we do need. Select all of these
bits and pieces, and then shift select everything
else and we just delete. This is what we want
to to read topologies. One day I'm definitely going
to do is I'm going to scale this a little bit, 1.2. So it's a number
that we can remember that the spikes and everything are inside the wheel and we don't see any of the back parts. Let's hide this just 1 s. And now for this guy, again, we need to think about what are the things that we're
going to be actually read, apologizing and which parts we don't need to
worry too much about. All of the like, the like, the whole thing here. It's rather a simple
small elements. So we don't want to do like a super extreme or
topology process. I'm going to create
these cylinder. And I'm going to match
the cylinder as close as possible to the main cylinder
that we have right here. So we're going to
rotate this 90 degrees. Let's go to the front
view square right there. And we can match it
right around there. Perfect, That's great. We matched the back part. That's perfect. And then this guy right
here is gonna be right here where the collect
the Bible starts, right? I'm gonna select
this guy real quick. Let's delete this faces. We're only left with
this guys right there. We select this guy. We
make it live action. Now we don't need to
make it live just yet because we can start
working with this guy here. So this guy is gonna
be right around there. It catches most of the details. You can see it's floating a
little bit in certain areas. I might want to just
push it in a little bit, trying to keep it as
symmetrical as possible. Okay, here, my a is
already on, that's fine. We want to keep
translation and x at zero. So we have left and
right. Perfectly fine. Now, this edge right
here, Control E. We push it forward and
then we scale it to create a little bit of a
border that has, are the main things
have right there. Then control ie at Fort Worth. Scale, push it back. This is gonna be the main war. They're right there. And then you can see that we
have this vertex right here. That's the spike right there. And then this two
vertex right here, they're pretty much the
spikes right there. Then these two right here. And they kill them when
they just move them up. Let's kill them in. I can get the shape really,
really close to it. This guy right here and
this guy right here, for instance, let's push it in, move it down so we can capture the curvature in the
best possible way. There we go. Same thing here, this
guy and this guy. We're going to push up skill
in a little bit. That's it. That way we catch most
of the, of the element. Now from here, I'm going to
grab this whole edge again, control E, Push it back, scale it in a little bit. Very important to scale it. And remember that we
usually don't want to have like 90 degree like borders anywhere
because it can create some really ugly effects. Control E, scale it in to create a little
bit of a border. And then all of this
points, mesh, feel whole. And that new phase, they're
Edit Mesh, poke. That's it. This piece right here. It's what's gonna capture
most of the metal stuff, the loose call and the little
details that are floating in the same way as what
we have with the cones. We're going to have them as separate pieces
because again, the Z, a solid metal bid that's
not going to bend. So we don't need to
worry too much about it. Now if you want to be
a little bit extra, like pro here, we can give it a one just Swan simples
mode right there. It's going to help us capture
things a little bit softer, a little bit
smoother, should give us a better rate overall. But that's it. That's the,
this is the piece right here. Pretty much all we need, maybe
one bubble here as well. It's not gonna be,
gonna be a problem. So let's just keep
the fraction low. And there we go. You say
Mesh display Software nach. And again, this is going to be the main body of her
book. That's all we need. As you can see, it has pretty
much all of the things that we need and the normal map is going to take care of muscle. Yes, if we go really close and we're gonna be
able to see it. If you can afford it with
the smoothing option, we can smooth this
and we get way, way, way, way better result. But again, I don't think it's really worth it to
have it like that. Now I'm going to go
back to this piece. I'm going to hide this
one just a little bit same as what we
did with the guns. I'm gonna go back to this base. Now we're going to turn on the leaf surface because we
want to capture the skull. The skull again, we
want to keep it simple. It's not this call like the
one that we have on them, on a character like
that, the main skull. So we can go a little bit higher on detailed than the ones that we have on the word, on the order of the data that
we have on the main buckle. It's probably gonna be like
six sides here to the, to the side of the skulls. We also don't need
to be too worried about the deformation, right? Like the edge loops and stuff, because it's just
a small detail. For the nose, for instance, here we could spend a lot of polygons trying
to capture the nose. Or we can just literally
do like his model. Small little hole right there. And create this thing like this. We do need to capture it. And you can see that those
color has some faces in there. We do need to go inside of the mesh is something that we try to avoid on other meshes. But in this particular case, we do go inside of the
mesh a little bit. So it might not be a
bad idea to separate the skull from that guy. So really endless
was having issues. Again, it might not be a bad
idea to separate the skull from from the overall mesh. And again, this is one
of those things that you don't want to overthink this, don't, don't start like looping and creating a lot of things
around the whole thing. It's just a simple small
skull on the belt, so it doesn't have to have as much geometry is the face of the character, for instance. Okay, So another
very common mistake that students make when they were talking about the sort
of things they want to, like just looping and
create everything in half. Super clean topology
everywhere is just the skull is just a
very simple skull here. Just to help the topology, I am going to make triangles because you usually don't
want the scores to be asked. Stress what we have right there. There we go. That's it. Go to the front view. Grab
this vertex right here. Align them to the center. Grab the outer edge. Get rid of this thing a
little bit and just push it then that's inside of the whole thing,
gets it right there. And we mirror, of course. So shift mirror, this is
negative x I do want to merge. Can see that some of
them are not merged, which means that things
are not aligned. Easiest way to do this is
just select the center and just merge the
center of mass, the center of motion sensor
because there are a few, or just like real
life things, right? Let's go to each parent. Merchants, a senator. You had an n glands
such as that one. Just delete it. That's it. Mesh display, soft edge. And that's the little shape for the skull that's called yes. Again, it's gonna be
but look at that, the size of the skull
compared to everything else, even the size of textures
that we're going to have for that one's gonna be
so, so, so small. So you don't want to worry
about that. Look at that. That perfectly
captures what we want. Now, again, if we want to have the final little
bit right here, which we of course 12 is a D. This little
pieces right here, this triangular looking pieces. And again, super, super
easy, just like surface. Just go 1234. That's a triangle. 12, this is square. 12, that's a square. Just push it in 1234234. There's one more minute. The next trash lobe right there. Triangle. Again, we're going to be painting and adding like Ross and stuff
to a lot of this thing. So that's what I'm not too worried about these little
details you could even like not textured this and this things are gonna
be projected onto the what's the word onto
the onto the normal map. But I do think it's
worth it to have something there because as
we've mentioned before, when you do have something,
you get shadows. Like you get projected
shadows onto the thing. Go kinda like this guy right here. Now we just do this guys, let's go to right view all of the vertices that are on
the outer border there. Sure, we don't forget any. This one, to be honest. This guy skilled them. Let's get rid of this. We scale them and we
just push them in. And those are gonna be the
little bits and pieces. Tie this real quick. Let's bring this guys back. Mesh display softer niche. They're going to look
really ugly, but that's it. This sort of low
poly, as you can see, less than 1,000 faces
for the whole thing. And that guy is going to be able to capture all of the
elements that we need. Of course going to say
Mesh display soft edge. Everywhere. There we go, You will get those like weird, dark like things on the spikes. Again, that's going
to disappear once we add the textures or
they should disappear. And that's pretty much
it for the buckle. So now the only thing
that we're missing, and let's bring
this into the bell. We're going to clean this
folder as soon as we finished. The only thing that we're
missing is this thing, this whole thing right
here, which again, I'm going to show
you a very easy way to capture most of this. So hang on tight and I'll see
you back on the next video. Bye bye.
35. Belt Retopology: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the belt every topology. This is
where we left off. And the belt is
an important part because opposed to the other things that
we've done so far, all of this like a extra
elements, this one. But the buckle, it can easily be attached to a point and the
never moved from there, therefore, ensuring that there's not gonna be any deformation. It could be a point with the constraint or it
could be a joint. Intriguing ways to avoid
this thing from the forming. This guy says We've
probably it previously mentioned are separate
from the main body of the character and
therefore will have their own like joins or way of summing
another thing that physics. So again, we don't have to
worry about those as much. But this one right here, thus in fact have a huge, huge, huge, huge, like a play. Or if you want to call
it in another play, it has a huge impact
on how we're gonna be working with this
character right here. So there's a couple of
things that we need to make sure that we
follow when doing this. First of all, we want to try to maintain the same amount of resolution that we have so that we get the
best possible detail. We also want to
keep everything in a single mesh so that when
it deforms, when it bends, when a character bends
forwards or backwards, stretch out and move in
a predictable manner. Now, as you might see here, we have this metal
rhomboids shapes. This is one of
those elements that if we take a look at the
silhouette and I like to press this
little icon here to go into, into light mode. If you take a look
at the silhouette, there's really not much. You can barely see it there, so we can avoid having those. We can basically
ignore those and just bake them into the
underlying geometry. Another option, of
course is to give them their own way topology or
when rich apologizing, which now that I think of
it might be the best idea, just consider them on the
flow of the whole thing. Now, this object
right here is very, very similar to a cylinder. So I'm actually going
to use a cylinder as a primary shape to start
working with this guy, I'm going to create
these cylinder achy. Before I do that,
I need to count how many sides we
have over here. So if I take a look right here, double-click on face,
you're going to see that we have there we go. 56 faces. That's quite a bit,
That's quite a bit. We know that if we do by 56
by four, and thankfully, Windows comes with a calculator
because I suck at math, 5504 should give us 14. So that means that if we
have a 14th sided cylinder, we go here and we select if
14 side of cylinder, like so. We delete these faces and
eventually smooth this out. Modeling mesh and smooth. We should get that same amount of faces or maybe it's half. Actually we're getting
half, right? Yeah. So we're getting 28. So
that means that our, our cylinder should be
made out of not 14, but rather 28, okay? Because it's going to divide
by four on both sides. That's why we're getting the,
the different measurement. There. There we go. So we're going to start with a 24 sided cylinder right here. Let's go out here. Let's hide this
character for now. Now that we know the number, we really don't need it for now. We'll just going
to hide that guy. And we can start with
this guy right here. Now, as you can see, the object is not
perfectly cylindrical, so we're going to have to twist it and move it up a little bit. I'm going to go
right around there. I'm just going to scale
this so that we find this as close as possible to
slightly asymmetrical. I remember when we
were sculpting this, so we're probably going to find certain things like
slightly off-center. There we go. I'm gonna grab this edge right here and I'm
just going to push it up. There we go. So that pretty much covers
the area where the, where the little rhomboid
shapes are gonna be. Here's again where we can
play around with how we position or topology so that we capture a little bit
more of the detail. Again, we know that we're gonna be Moving and projecting this
on top of the character. But we also want
to make sure that we follow things in
the best possible way. I'm a little bit worried
about this piece right here, due to the fact that it actually goes over the whole thing. I'm really debating now
what I want to reach, apologize this as
a separate piece or essays singular piece. From a, from a mass perspective. I think it might be a
good idea to reach, apologize as a separate pieces. So I'm gonna go to face mode. And the reason mainly
so that we can focus on this border here on the belt and not worry too much
about this guys over here. So I'm gonna select
all of the faces of the little belt
that we have right here and this guy right here. And we're going
to say Edit Mesh. And then there's an
option called extract. That as the name implies,
we will extract the faces, this guy and the belt as two separate pieces because
they're two separate ions. This belt, if you remember, is just a single poly strips. So we can actually get
the basic policy strip from the ZBrush file. And let me hide
this for a second. There we go. So now we can focus on the belt
and it should be slightly easier to just
cover most of this, some of you might be like, well, couldn't we just go back
to ZBrush has we've done before and just get the
original like low poly mesh. And I do think we have it. But in this case it might
be a little bit easier to just follow along with
this one right here. I'm gonna grab this
image right here, this edge right here. We're going to control
E, R to extrude out, to create a little live
that way, however, they're moving a little
bit of we need to so that we catch most of the deadlines. Lip, control, ie, push it up. I'm tempted to add
one more line that, but I know that subdivision
is going to help me there. So Control E Again Up and in. And this is one of
the big questions. Should we, should we
like cover or model, read topologies, the
inside part of the object? It depends on the production
that you're working with. Some people do like to
do the full object. I personally don't think
it's necessary because one, it's going to give
us more resolution. And two, it's gonna, it's gonna give us
more topology and he's going to steal
resolution from us. However, since
there are or there is a chance that we might
see the insight here, I do recommend going a
little bit in like this. Just a little bit
and you kind of like a small little lip. And as long as you do
this, when you rig, this should always be hidden by all of the leather and
the chest and everything, and you won't see the
inside of this object. So again, that's one
way to solve it. And as you've seen
throughout the series, there's really not
an answer that is, it should always be like
this. Rita biology. And in pretty much the
whole production pipeline is very dependent on
the production itself. Sometimes you will
find things that work, some things we're going to
find things that don't work. Well, I'm teaching you here are the general rules that are
going to allow you to create something that it's approaching or works for a
production pipeline. So here again, we're
going to Control E, extrude, integrate that border. And same principle
just extrude in it since this one is
the lower one end, we might see a little bit more. I'm just going to push it
slightly more into the insight. I think I definitely
want to add a bevel, like I did on the upper
part on both of these guys. And now of course we're
going to select this guy. We're going to make
a light surface and we're going to play
with this guy right here. Now I'm going to add one
central line right there. It might push a couple
of points here and there to catch a little
bit of the silhouette. And now we can do this
moving so we delete history, mesh, we smooth. And of course we're
gonna do a mesh conform. And let's take a look at
what we get because we might get some small issues as
you can see right there. The inside as you can see, it's like freaking out. No problems since it's
a, it's the inside. We can very easily just
delete those I shops real quick and we can rebuild
them quite, quite fast. As you can see, some elements
are like pushing upper or out and into the,
into the world. I think that's a good idea. It will capture
some of the shadow, some of these web, maybe
a little bit too much. So again, similar to what we did on some of the other assets, if you see certain things or
pushing away way too much. Like I'm seeing two with
a couple of these guys. I'm just going to
bring them back. This line right here
or this face loop is making a huge mess there. Now we'll just grab
this guy right here. Control D. Let's extrude in
control, ie, push up. Let's get one more. I know that's like
100 faces more, but again, it's
gotta be good for the overall process.
Let's get rid of this. Hide this again,
and look at that. Now if we bring the Rich
apologized Michigan, we take a look at both of them. They're gonna be in a very
similar, again density. And this is gonna
be super important because when we bent this guy, we should be getting something
that looks very nice. I am a little bit concerned about those points right there. So let's bring back
the, the belt. There we go. Let's go to life
Surface. Go to this guy. And we can use, of course, are relaxed to relax
some of these points. Some people will be like, Oh, that's a little bit
too much density for such a small area. Yeah, but look really cool. And again, if we need
to reduce some of the polygons later
on, it's no big deal. We're gonna be able to do that. And this helps capture the
overall silhouette. Cool. So yeah, that's pretty much
it for that one, right? So I'm gonna hide this. Let's get into the belt. We need to clean this one up. Don't don't forget about that. We're also going to
have to clean this guy. So we're gonna do
that with ZBrush and that this is the little
bit that we're going to need. Now, this little bits it since, since it's going on a slightly different direction
and it's very organic. This would be one of
those things that I'm really tempted to just
use automatic re-map. Why? Because I know that
as long as it's right here on the
center, when it bends, It's going to bend perfectly
fine and we can do a quick test once we're ready. But let's, let's try see how the automatic remeshing works for this very organic thing.
I'm going to go mesh. I'm going to go
right, apologize. We do want to keep the original
and I'm going to try and get this into 500 target points. Let's hit Apply and let's
see how this looks. Yeah, there you go. Not bad. We do get how many points? 3,000 triangles,
okay, a little bit higher than what
I was expecting. Let's bring the Lambert back
to this guy and of course, the League history number. Anytime we read
apologize this case, we do need to delete history. I do want to bring this guy out, make it a live surface, and then this guy, we're
going to throw in a conform. There we go. Happen there. Who lost the song? Someone lost the material.
I think it's this one here. Just reassign the Lambert. There we go. That's it. With this. We've
pretty much capture in a really nice way
the other thing, and it's giving us a
nice result here again, if we want to reduce
a little bit, maybe I will delete one of
these lines right here. Or another option is to
grab this X-ray right here. And as long as he said
is he complete ushering, you can go to Edit,
Mesh and collapse. That's usually a cleaner
way to reduce polygons because it allows you to preserve the distance between
them a little bit better. I like remove this. It's not that much
like surface area, so I don't think it's
necessary for us to remove the elements. I think this is working
perfectly fine. Let's see if we can
reduce one more line. There we go. I'm going to say Edit
Mesh and collapse. And maybe even like
this one right here on the Edit Mesh and
collapse. There we go. Perfect. So yeah, that's,
that's pretty much it. Now we've managed
to bring this all the way down to 2,500 faces. And again, the
important thing here is when you take a
look at the character, especially wireframe mode, it
should look fairly similar. If you think that this is
a little bit too dense, then we can make it a
little bit less dense. Now, we should be able to
turn everything else back on, including the bell
towards the belt. There we go. And look at that. To be careful with this sort of things right there,
see how that thing is. So pushing a little bit
out of those faces is just bring them down just slightly so that it looks like this thing is actually on
top of everything else. And look at that. Not freaking bad, right? We're pretty much done with
the with the upper part. Again, we need to do the belts. I'm just gonna do the belt
real quick inside of ZBrush, that should be a very easy one. Just pretty much export the
policy stream that we have. And that's gonna be, there's
gonna be pretty much it. In the next couple of videos. We're still going to be in
chapter five and the next, in the next couple of
videos, we're gonna be focusing on the legs. To jump now into the pants, we need to do the legs. There's not a lot of stuff
to be honest on their lives. But yeah, it's just it's important that we hit
that we'd go there. So we're missing the legs
and then we're going to do the tail and all of
the remaining prompts like the big belts and
stuff that we have missing on the next video or
the next chapters rather. So, yeah, that's pretty
much it for this one guys. Hope you are enjoying it so far. Make sure to get to this point. Don't try to watch everything
and then try to do it yourself because
you're going to forget a lot of things. And then it's pretty much
a counterproductive. So yeah, that's
pretty much it, guys. I'll see you back
on the next one. Bye bye.
36. Legs Retopology: Hey guys, welcome back
to the next part of our series today we're
going to continue with Directory Topology. And then this right here, this is all we
have for the legs. Now, the lexer
actually quite easy, I would say because you're
pretty much just cylinders, but we do have to
make a basic analysis of what are the parts that we can get more out of by following the process that
we've done so far, right? So what do I mean by this? Well, the vantage is
right here, right? Like the bluff, advantages
and disadvantages, it's way, way easier if we just follow the technique what
we've done so far, which is to reach apologize them with a Z remeasure
with something like that. Other than that, we do have this bandages right through
but they're really, really close to the actual
mesh as you can see. They're not really changing
the silhouette as much if I can turn on this
little ride right here, you can see that
they really don't change this wet that much. Other than that, we do
have this guys right here, but again, they're really
close to the surface. I'm a little bit
concerned about this, things like floating
here a little bit, especially that one
because it seems to be like merged together,
same for this one. But there's such a
small detail there in the back of the characters
are covered by the, by the cloaks and everything. So we don't have to worry
too much about them. We of course have the foot,
fingers, and the nails. Everything is pretty
much a single mesh. So all of these
pieces right here, I'm actually going to treat them as if they were a
single elements. I'm going to grab all
of the meshes here. We're going to combine
them into a single element and we're going to export
them, export the selection. We're going to go, of
course, to our assets. We're gonna go to 3D topo. We're going to call this
thyroid those legs. What am I explaining this? Because we've seen this before. Instead of blender with the
little plugin that we have, the loops of the foods and all of the legs
and everything. It's way, way, way easier
to just follow along. So let's open
Blender real quick. There we go. When you delete the
cube with X and we're gonna go File Import, and we're going
to import an FBX. Of course, we go to our
character right here, assets, Topo, and we should
have our legs right here. The skill should be
working properly. Yes, this is gonna be a heavy
mesh, but as you can see, a lot of struggle with this one and that we do
have a rhetorical appeals, so we just click here and
add active with this, we're going to
create a new file. It's going to sample the
high, high poly surface. This is a very common, like a warning when we haven't saved this
industry new scene. So we have no safes. But there we go. Now, what we're gonna do here is we're going
to focus on one leg. And then thanks to again,
the conformed tool, most of the things that are
going to fall into place, especially because we do
have a very nice a division. Now, how many divisions
do we want here? Well, we know the
abdomen had 54, right? So that was 2026. We can go very quickly
here to the belt. Like one of those guys,
we had 56, sorry, 56. Yeah, that's 28 divisions on it's what we want to
have here on the top side. But then we pretty much
want to divide those. We divide it into
half, so that's 24. And then we divide
those into half because we want to have 12th on one leg and 12th
on the other leg so that when we divide
we get more right. So we're gonna do in this case the left
leg or the left leg, because as you can
see on the right leg, we do have this extra
little bit and we're going to have to rebuild or change a couple of things on the topology to make sure that we captured this
detail right here. So what we're gonna do this, we're going to use the contours, element Control and
drag across like this. And we're going to
increase this to, if it was 24, we're
gonna go to 12th. There we go, 12 right there. And then we're going
to start drawing. So we're gonna do 123 and
see how each time I draw, I'm like going into more
of a straight line. This is very important because we definitely want things to be as straight as we
go lower and lower. We do want to keep
things like a really nicely like what's
the proper word here? Why they keep things
really nicely inclined on the pelvis. Because we're going to
use this as a connection with for all of this
remaining part of the leg. We do want to have
straight lines. As you can see, we're having
a little bit of an issue. And this is mainly
due to the fact that we have multiple meshes. So i'm, I'm actually
willing to just double-click out and
then continue down here. Like right there. Again, bring this down to 12. And then just keep
going like that. We're of course going
to have one line pretty much on the ankle. And that's it. Now for the fingers,
we're going to follow a very similar process
to what we did on the, on the hand. So I'm going to
double-click out. We're going to draw a
new one right there. We don't need 16, we're
gonna go with eight. And let's just do that
basic thing right there. Double-click and then
go from there to there. It's bring that to eight. And then draw another
one right here. Double-click. Draw one right there. Bring this down to eight. Go across. And that's it. This pretty much it
guys like this is I'm willing to do here on this particular scene
because this all I need, everything else we can very easily complete inside of Maya. But this that just took us 5 min to do here instead
of Blender will probably have taken me about ten
or 15 min inside of Maya. So I'm just going to exit, grab this mesh File,
Export Selection. Fbx. Go back to our
character acids. We topo, we're going to
call this, Let's start. And we are going to export
only the selected object and we export the FBX. Jump back into Maya. Let's hide this
thing right here. Let's make this our
light surface of course. File Import Assets. We Topo and we go, Let's start. And that's it. Now we can just go
into this mode. And as you can see,
it's going to be, it should be fairly easy to just like extrude this
all the way down here. And that's going to allow
us to pretty much like filling the gaps that
we were missing. Could we have done this instead of instead of wonder,
yes, of course, but as you can see right here,
it's really no big deal. We're having issues with
some of these guys. That's because, again, the multiple objects that we have right here and make
it a little bit difficult, especially when we tried
to enter the natural. It doesn't know where to go. It's trying to go to the legs, is trying to go to the bandages. So another thing that
we could do here is we can go back to the
object itself. This guy, just
extract some of this first and then bring
them back together. You don't want you don't want to do, even though
it could work, is to do a Boolean mesh where all of these guys are
combined into a single piece. That's something
that you definitely, definitely don't want to do. Here we go. We're gonna grab all of
these pieces and I'm just going to say Edit Mesh, extract. This is wait for this to
process. There we go. Over here, we're going to
have all of these guys. You select all of the other
ones because we know that those are the ones that
were not needing right now. And that way we can
only, in this way, we can only focus on the paths. So we select this guy again, we go live surface. And there we go. So now, as you can see, since we don't have those
things contaminating the scene, it should be fairly easy to just keep building this
guy's 12 sites is, is more than enough
for this basic one. Because again, we're
gonna, we're gonna smooth. We know that. We know that trick. You can
see that here on the calves, we're going to have a
little bit of a stretch. But usually what happens with
legs is on the top part, you get a lot of volume here and not that much volume here. And then on the bottom
part you get more volume. On the other side, we definitely
want to add a couple of extra divisions there underneath
as what we did up there. Not really needed to
do the whole Lego. I'm like looping thing. But if you want to do
it, feel free to do it. Remember, we just grab
this face is right here, Control E and we offset. That's gonna give us the,
the knee, the knee division. So when we smooth, we're gonna get an extra
division right there. Definitely need one
more right there. And now we can start thinking
about how to unify this. Usually for the, for
the fourth year, I do a very similar process with like with the hand fingers. So we have the faces connecting both sides of the
fingers like this. And then the first line, I keep it as is. Because we need this geometry to capture the knuckles
of the fingers. Go, we'll just keep going
around the whole thing. And then after the second
one, we've grabbed this one, remember, and we do a
simplification method. So we go like this. This case we just need to do
to simplification methods because we only
have three fingers. There we go, There
we go over here. And same deal. We're going to use our
simplification method. That there we go. Simplification
method for the food. I know this was supposed
to be a lag one, but we're already doing
the foot for the food. One of the most important
things is this line right here, the bottom line of the fingers. You usually want to bring
this all the way to the back. So you kinda wanna go like
this case, we can go around, I'm even tempted to here
to loop around like this. This is technically a finger or it's not the finger, right? But it kind of looks
like a finger. So we should have
eight sites as well. So that's 45678. That way we try to keep
the same sort of like symmetry on the front
and on the back. Here we go. The technically distinct should flow through this element. And we just keep going
on this other side. We have 1234. That means that on this side, I have 1234 as well. And that way, it should
be fairly easy to just connect all of these
guys together, like from one point
to the other. Here, something tells me that we messed up at some
point, but that's fine. Like a little
triangle right there. No big deal. Sunday on
the base of the food. So even less of a deal. Here, this line right here, we definitely want
to keep going up. Like this, straight to align
this to the same elements. Because there's gonna
be a transition here. We're going to have a couple
of stars here on the foot. You're going to allow us
to connect everything. The most important thing
about the foot is that we have divisions right
around there like that one right there because
the food is going to bend forward and usually it's going to bend at
the ball of the foot. So right around that
point right there. Again, this mode
is going to take quite a good care
of that things, but we still want to
keep things nicely. Here on the front, as
you can see the fore, front faces, they're going to connect straight to the foot. That to back faces are
going to connect like that. And then this side faces, these are the ones that are
going to create the star. They should go as like
straight down as possible. You really want to
keep things straight. Because again, there's
a lot of movement that we normally
have on the foot. And this will allow us to create that
movement on the rig. And if you have a lot of
slanted or inclined elements, we might have some issues. So as you can see, those, those first two phases
for quite nicely. We're going to have one,
they're just like I'm doing something on even their star. Okay, so you see
how this star is right here and this
star is up here. So that means that
I messed up here. So to do diluted
urine, this is a star. So that's how we do the start. There we go. I always try to keep things again as symmetrical
as possible. And over here, it's
an interesting, won't have to have tube, then we have three. A little bit uneven. Should have been even though
we lose one line somewhere. Oh no, that's a
little bit weird. That's fine. We'll just go all the way there. I'll just add one more
line right there. And are going to have one
square right there or one triangle. Everyone
triangle right there. Again, it's not going to destroy anything that's still going to like smooth and modify
or work perfectly fine. On the fingers. Of course, we do need a couple of divisions, which is probably
just wanted division. Let's push this to the front. And then I'm going
to stop the video right here because we're
already going into the nails sorts of things and titles of the videos to
be a little bit cleaner. But as you can see, that
pretty much captures the whole silhouette
here off the legs. Actually before he finishes, wanted to talk about
the upper part right here because this one is,
this one is important. We didn't mention that we
want to have 24 sides, right? So a very cool thing that
we can do here is we can, again, the gravity cylinder. Let's get rid of this guy. Change the size of
the cylinder to 24. Scale this up, scale this down. Isolated real quick. I'm gonna go to a top view. I'm going to delete half
of it because we're going to mirror that. We position this where
it's supposed to be. Good, even scaled this up and down and stuff like that,
something like that. Grab this guy again,
live surface, grab this guy, mesh, conform. We get closer to the whole
thing and move it up. The conference pretty much
just to help us a little bit there with the positioning. And now that we're
happy with this, we select this guy
and the other leg. We combine both of them and
we need to make them well, we need to make
sure that they fit. Now, one of the things
that we're going to have here on the legs is
there's gonna be a center line. We've mentioned this before. So we know that here from the legs going gonna
be a central line. And usually around
the crotch area, you're going to have either
a triangle or a star. In this case, I'm going to do is start to keep things simplified. But you might get a triangle if you are going a
little bit denser. Same thing here. We're going to do a stars. You can see the star is
gonna be right around there. Now the bot usually needs
a little bit more volume. So that's why we're
doing this sort of weird loop right there. Over here. This guy, again, we want
to float things nicely. So as you can see, we're
changing the flow. This guy's going over
here and eventually just gonna be a little
bit of compression. And this area, you're
going to see a lot of edge loops on this
particular part. You can simplify a little bit. We'd like a triangle there too. Alleviate some of the tension, but you don't want to
simplify it too much because all of
these lines that we have right here are useful. You might actually want to add some extra lines here and
then go into triangles. I sometimes prefer to do this again to sort
of keep things a little bit more balanced because this area
right there is a really, really, really important
area of characters. It deforms quite a
bit when walking, when jumping, stuff like that. So extra geometry there. It's never going to hurt. Over here. One little triangle right there. That one's not going
to hurt, of course. And then here's where
we're probably going to have the, the star. Let's see. Or we can
have some sort of like that looks super ugly, so we definitely
don't want that. Let's clean this
up a little bit. So how can we clean this up? Just make this flow inside
like that, smooth things out. And as you can see,
that solves the issue. Of course, we smooth
all of this house or the typologies a little bit more relaxed than that
specific area of the pens. And there we go. That gives us a really,
really nice resolution. We can go front view graph, this vertex right here. Let's get rid of this. And we snap to the center. Perfect. Can we mirror? And that's it. We got this. And we know that
eventually we're going to mesh and smooth this guy. It's gonna give us a really
similar resolution to what we have with our reach
apologize, character. Right? We hide this for a second. We turn on poly frame. Everything should be
looking very similar in regards to like the
density that we have. Looks great so far. And of course we're gonna
give this a what's the word? We're going to give
it a conform so we get the best
possible scenario. But yeah, this is the
main thing for the legs. Now, don't worry about the
advantages that we hit. Because again, all of these guys right here, you're
going to catch that. So We're going to
conform to the leg. And then all of those
are just going to be details are gonna be baked in, into the character
Alexa or one of those things that
are not as usually, usually, not always, but usually not as important
as other parts. Because on a third-person
character game, you're usually seeing like the character from
this distance. So you don't see
the legs as much. You see the upper torso and
chest a little bit more. But if you want to
go the extra mile and do the details for each specific bandage and little strap that we have there. Feel free to do so. Again, it's not needed for
this particular character, but you can do it
if you want to. One thing that I am
going to check before we finish this and I'm
finishing this video for a while now is the
the transition to the connection to the belt. There we go. So I mainly want to
make sure that even though the legs
are hello, right? Like we have this
thing right here, there's no possible way that we can see
that hollow point. And as you can see, it's
hidden by the belt. I would still probably, probably like add one
extra sharp like this. You can just to just to be safe, just to be safe that
we're not going to have any sort of like a little beat coming
out of the belt. And in showing that we have
things like incomplete. Look at that. Not freaking bad. So yeah, we're in a really
good position here, guys. We're going to stop
in this video and in the next one we're
gonna do the nails. We're going to do the
conformance, some other details. So hang on tight and I'll see
you back on the next video. Bye bye.
37. Leg Details Retopology: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the leg, a detailed tree topology, which is of course the nails. So let's go real quick
here to our rival meshes. And where are the
No, that's not it. We get them out here. As a problem with not
giving things to glean. There we go, over here. That's it. I'm going to select
this guy is we're going to do this
thing right here. Just live surface real quick. Go to the front view,
delete half of this guy. This is very common if you press Alt and then middle mouse, you can scroll here and sometimes you lose
the, there we go. The elements. So now that we're here, We're gonna go to
our quadrature rule and we're going to
draw the nails. So the Neil's, we'll do have
a little bit more specific, so specific elements that we
want to address here again, it's one of the
unfortunate things. It happens with both
like Blender and Maya. Due to the fact
that the nails are a different mesh than
everything else. Even though we are using the light surface
for some reason, it can only see
11 mesh to reach. Apologize. Need to check if Topo Gun, which was the other tool
that I've mentioned before, has the same issue
because it is really annoying when for some
reason the points or not, but that right there. So you'd like it's trying, but at the same time
It's not being able to. Really, really annoying.
But let's just keep going. The most important
key thing here on the nails is we do want to have like a sharp nail coming
into the character. And to do that,
remember that we have the size like lines,
this guy right here. And they kinda like
merge on the center. Like we follow the central line. And then we have this
funny shape right here, which is like a tip. And that's how we complete
this guys right here. True here I think I
want the other way. This should be the
lower section. Just going to extrude this. We once I there we go. If you can't fill one specific hole like
that one right there, don't worry too much about it. We can just fill it with
the bridge to later on. As you can see, we're going to have a
little bit more density on the tip of the nails. And I definitely want to add
one more line right there. Again, it's gonna
be open, annoying. Hey, when the, when the softwares are not
working with you, which is which that there we go. That happens. Remember
just reassign the same lab or material and then that's her
name right there. Usually the toes and the
fingers are to fingernails. You don't need to be as precise because it's really, really, really weird to have a character that's
going to have a lot of range of movement on
the toast themselves. I've only seen one movie in my life where there
was a scene like specific scene where you see the toes of
the character like moving in a way
that would require like a really precise topology. And that was a
tangled from Disney. There's a scene with a
pencil on the forest. And she's like all happy and stuff because
she's head of the tower and she wiggles her toes
in front of the camera. So for that particular, specific part of the character, you will probably,
well not probably, definitely need clean
topology there. But again, it's such a, such a niche case that more
often than not engaged, you're going to see characters with something
called Pizza feet. It's when the
character artists read topologies that character
in such a way that the feet are just
like pizza boxes, just like literally boxes. And it's usually fine. League of Legends does this
water work-up, does this, it just blocky shapes
because the food are not as important. In this case, we do
have this big toenails. So that's where we're
going the extra mile to make sure that we
get something that looks it looks nice. There we go. The first to the second two
that are roll around. There we go. There we go. Remember the central lines
should be kept clean. This is going to help
with UBS and stuff. Then here we're going to have two little weird
squares like that. Can add one actually right there to support
the whole nail. And we can do a little
bit of smoothing. There we go. The same thing on
the backside here, which we have this extra nail. So straight to go little by little to help
the tool right here. I have an extra
one. I feel like I have for now that's eight. Okay. So this guy goes
forward here and the tip, just roll around. That's the weird
choice quiz like a chicken foot topology
that we have right there. That's the side right there. And we just rich, they're in the same
field on the other side, we go here one to get pretty
much the two-sided ones. They keep going pretty
much exactly the same. And this is where we're sort
of triangle or square hat. That's it. Now, as I've mentioned before, the bandages on the knee
and the bandages on this left leg are
pretty much going to be exactly the way they are. But on this side right here, we have this leather wrap and I do want to capture a little bit of
that silhouettes. I'm going to show
you the technique here to, to capture that. First, we're going
to grab this guy, gets rid of this. We're gonna mirror to the
other side, say apply. We're gonna give
it the smoothing. So mesh, smooth. This guy again, live surface of this guy again. Mesh and conform. Should conform pretty nicely. Even like, as you can see, the folds on the pants should
be working quite nicely. It's a nice, nice
capture right there. And we get a really nice detail. It's going to try to capture the details you can
see right here. It's not gonna be as efficient
for the other pieces. Again, all of these
bandages right here, I'm really not that
word because all of this information
can be baked down. If we increase the
length of the race, we're gonna be able to capture
all of that information. And even though the legs is
going to look really smooth, it's going to look like this. It's still going to be
able to capture it. We can, of course, try to scale or move things a little bit to give
them extra volume. I think that might be a
good idea to be honest. So for instance, I could
grab this edge right here. Just get rid of
this. Scale it up. I might even add one extra
actually right there. Then this one right here, I'm just going to push it out so that we can start
capturing things. So that's one way to do it. We can of course,
combine objects and see if they're confirmed
gets a better job. But for this one right here, what I'm gonna do
is the following. I'm going to insert an edge
loop right where this ends, which is right around
there as you can see. And then I'm going to delete
this face right here, or this loop line interfaces in this line
of faces right here. And on this side, I'm also going to
look for the loops, which is pretty much
this one right here. I'm going to delete that loop. And then I'm going to delete this lobe right here,
which goes to the front. Yeah, that pretty much
captures most of the element. And we're gonna be left with
this like shell right here, which is a really good like a silhouette of the whole thing. It's not perfect. So I'm actually going to delete some of these guys as well. Leap that could result that my A's freaking out
again with the display. Remember we talked
about this one. When you select things
and they don't show, that means that my eye
needs to close and reopen again unless we use like every
typologies or something, let's delete the history and
let's see if that works. Sometimes works, sometimes
it doesn't, That's fine. So what we're gonna do there
is that measure it there. On this single measure it
here I'm going to extract, so I'm going to
say Edit Mesh and, or mesh tools. Mesh extract. That's a separate piece. Now, grab this guy and
let's delete the history. Let's see if it
itself, itself cool. With this metrics tracked it. What we can do is we can
actually just extrude. It. Could look very weird,
but we're going to extrude it so that we get to the proper
option right there, which is right around there. I'm going to shift
select everything and delete all of
the interfaces. So now I've successfully captured all lot of the
same suit what we need, and we are keeping
most of the same. What's the word most
of the same amount of polygons that we need. I'm going to select this
guy and the legs again. We'll go through the
legs just to make sure. It's like that guy, we're going to recombine
the history again. And now, as you can see, this is still one single piece. We're gonna go back
to live surface. And with this, don't like that, we should be able to start rebuilding all of
these pieces right? Now. We're not going to
smooth anymore, so we're probably
going to have to do quite a bit of
stitching on this side. This is definitely going to
increase our poly count, but this shouldn't be that bad. And as long as we capture most of the detail that
we have right here, we should have a good, a good projection or
if we could bake. So for instance,
this guy right here, I'm not going to go to all the specific crevices and stuff. We can go like that. And we are going to be using quite a bit of triangles
for this particular piece, because otherwise
it's gonna be pretty much impossible to capture this, but this little separation
that I'm not capturing here, that's what I'm going to go for. That little extra shadow that we're going to get,
or extra silhouette. That's what's gonna
make our character or this part of the character
look really, really nice. Same thing here. Like, do
we want to capture like two steps right there
now let's just do one. Let's see if we can
get there we go. So that's sort of like step
that I want to capture there. Same thing here, just there. So there's gonna
be a little bit of a weird bake on those
specific areas. But it's one of
those compromises that we need to mix otherwise, who want to capture
every single bit, we're going to have so many
triangles right there. And I really don't like the topology that we
get when we do that. So we're going to keep
it simple like this. With this done, we
can just keep moving. And triangles in
this particular area are not a problem
because the leg, all of this part
of the leg usually moves as a whole, right? You're gonna have the whole
leg moving up or down. It's not like it's going to bend unless you break the
character, right? But that's not what
we're gonna do. So yeah, it's just a
matter of rebuilding this. Now with this where again, we're not going to use a conform, we're not going to
what's the worst? We're not going to re, reproject or add more
and more divisions. This thing right
here, see how it's floating across
the whole section. That's fine. It's an, a hidden section. We're not going to see this much and it's gonna give
us a nice detail. So even though it's like, just like doing that, yes, the banks there are going
to look slightly weird. Some people might be like just
have one extra line there. We could add it. It's just going to increase
the poly count, right? So that's always the compromise that we
need to think about. Do we want to increase
the polygon or not? This case, I actually think
it's not that big of a deal, so I am going to increase
the polygon there. And it's just a matter of
reusing what we already have. That's why it was easier to do the other leg because
the other leg didn't have this detail. And now that we have most
of the topology done, we can start playing with
this section is right here. And just finishing up all of these elements, gonna be very, very careful to flow
into the same amount of polygons that we
have to remember that there was like
a star right here. It's gonna be a complicated
shape right there. We're gonna, we're gonna
attack at shortly. And it's just a matter of, again, capturing
all of this detail. If we need to do a
little bit of stitching, like what we did with
the ears and what we did with some of
the armor pieces. We're just gonna do it here. Again, just a couple of
extra pieces, they're fine. You need to find the most important like silhouette
of the whole thing. So for instance,
I know that this square shapes probably
the most important. And then this sort of
like shave right there. And that way I can
build the border, trying not to add too
many polygons everywhere. It's just gonna be
difficult to uv. That's another question
that I get often. Doesn't dislike make UVB
WB process difficult? The answer is not really yes. It will make this part denser, but it shouldn't
make the root of the UV process more difficult
than it should actually be. The same thing because
at the end of the day this is just a cylinder. So as long as we have
one action that we can cut like a cylinder, we should be able to, to
manage this very nicely. So let's keep going here. This is a curve, so probably at least
two points there to, to capture this the best,
as, best as we can. Also keep in mind that when
working with game characters, you can't give every piece like the same amount
of importance we've mentioned this before. But you need to think about the texture resolution that
you're going to have. We haven't really
talked about that yet. But there's a
special kind of Like limit that you have a piece like this
recession like this, we're probably going to have not that much geometry or texture resolution
to capture this detail. So even though it
looks really weird, really faceted and fragmented, you're not even going to see
it because the texture is gonna be so, so, so small. So that's one of the
other things that you worry a little bit too much about making sure everything is as
perfect as possible. And yes, we should
always do that. But sometimes it's good
enough is good enough. So there we go. I'm going to stop the
video right here, guys. And in the next one, I am just going to probably
talk a little bit more about story as we continue doing
this bit right here, because I do think
it's important that you guys see how to approach this a
specific element. Here. One final thing, if you
see things floating, you can of course, smoothen. And when you smooth
them, they should go to the closest face, which in this case is
that the leather strap or the leather scrap. It shouldn't go
inside of the boot. Already. We can see that
that change right there is definitely going to
help with the silhouette. Look at that
silhouette changing. They're a little bit
difficult to see, but all of those are
little things and stuff will definitely
make a make a change. So yeah, we're moving along quite nicely,
almost done there. Let's keep going and I'll see
you back on the next video. Bye bye.
38. Ankle Details Retopology: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the ankle details, which is was the
last part that we were seeing right here. Now I do want to fix this upper part right here
because as you can see, there's quite the bigger
for quite a bit of a change on the
other topologies. So this is one of those
things where deleting a couple of parts and
then rebuilding them might not be dead by the
fighting of an idea. So I'm going to delete
this top line right there. Even, I might even
go one line higher. So we can catch all of
these details right there. There we go. And we're going to delete
this line right here. Yes, we're gonna lose the
topology that we have. Therefore the knee let
things for the better. So now I don't remember if this was kinda looks like
they were symmetrical. This thing is right here
because I can also see that we have the same sort of
issue on the other side. So we might, I'll show
you how we can do a little bit of a patching here from one side to the other. So we definitely
need to grab all of these pieces and combine them once again into
a single object. So lets just grab
all of these guys. There we go. I'm going to recombine them, so merge them together, delete history, and make
them live surface again. Why surface? There we go. We go
back here and we need to look pretty much
bring all of these guys down. Now, you can see here
that we have for this are this Florida we have right
here probably from here, I'm just going to shift and extrude all the way to
the bottom right there. So that again, so all the
way right there, perfect. Then I'm going to
insert a natural right there to catch this elementary there and one more to catch the
shelf like that. So this is gonna be right
there where the shelf stops. This is gonna be on the upper.
Let's see how that vertex where there's wants a
little bit of a hard time, no problem, we'll just snap
it out of the the shelf. And by pushing this,
things like this, we're going to be able to
capture the whole thing. There we go. So it should be fairly
easy to go from here because this is the main shelf
that we want to capture, all of these things right here. And the number of
faces is symmetrical. It's pretty much
like a cylinder. So I'm not too worried about
this section right here. There, there, there and there. You can start with the
first pass right here. Let me let me hide the
belts that there we go. That was definitely
getting underway. Jump to the border there. One thing that we haven't
really talked about yet, but it's going to be part
of the whole process. Definitely is the
baking process. We're gonna be using
something called an IT map. If you've never used it before, then it's going to be great
because you're going to learn a really cool trick
while doing that. The IT map is what's going to allow us to create
masks so that we don't have to paint the magic
painting a mask to select just the straps and not though like the leather
cloth or something, it will be a pain. Right. So the the, what's the word? The ID map that we're
going to be baking later on will be coming
from the high poly. And that what we're
gonna be able to select all of this guy's really, really fast even
if we don't have proper like, dubious and stuff. Well, I'm not that we don't
have property was like if the UVs done card on a perfect
line, like right here, we're getting as
close as possible, but it might not be the exact perfect line.
That's, that's fine. Like the id map is going to
save us a lot of trouble there to make sure that we
get a really nice detail. So here what I'm gonna do is
I'm actually going to remove the leaf surface that we know that most of the volume is going to be on this
section like that. Like first shelf
was probably the, the biggest problem
that we have. So I'm going to isolate
this real quick. Select. Let's start with five
edges right here. Because we're not gonna
be able to select all of them because of
this edge is right here, actually another
they think of it. I'm going to show
you here a trick. We do want to have this flux
right here for the knee, but we don't need all
of the other ones. This is where things
are smoothing out. So what we can do here
is we can select, Let's do one and skip one. So like one and skip one and
we're going to collapse. So now we should have
the same amount of edges on one side
than the other. And if we bridge, look at that perfect rich so
little bit of stitching there on the underside of that specific border.
And we get this. Now of course, we're going to have to give some divisions. I can see that there's
four right there. So I'm just going to go Mesh
tools, insert edge loop. Let's do four. We have pretty much the
same amount of resolution, I think for way too much. Let's do three. There we go.
It's a little bit better. And that we're gonna go back
to this guy right here. Live surface again. And now if we select this
guy and we go back here, we can do a little
bit of smoothing. And it's mornings mainly
going to jump to like some of the main parts of the
bandages and stuff. It might not cover
everything perfectly, but as long as we keep
the border like properly, it should be perfectly fine. So let's head. You can see that border right there looks
way, way better. It's going to do a mesh display. Softer nature, of course. And that changes the
silhouette of the character, which is of course important. Now, you might be
wondering, okay, how can we like, I don't wanna do this all over
again on this side. And we know that this
things are very similar. So how can we do it? Well, there's a couple of ways. Easiest. One is to
select the edge loops. Let's go to front view. Select
this section of actual, de-select the ones
that we don't need. Those ones right there, and let's say this
one right here. We're going to do an
old-school method here. I'm going to say Edit Mesh. And we're going to duplicate. Now we have a separate
mesh right there. And this one, we're going
to scale this on minus one. Because you can see it's gonna
go all the way over here. On this side, of course, we're going to have to delete the faces were this
thing matches, right? So you can say it's this one. And this one. There we go. And then we can, of course, delete all of these faces, recombine these two objects. Over here. It should be
a fairly simple bridge. And down here, since they're matching really,
really close together. Well, we can try to do is we can try to do a simple merge. So I'm just going to grab all of the verticals right here. Like that. I'm going to say Edit, Mesh, Merge and the threshold. I'm going to bring it up
a little bit like 0.1. And if you press number three, you're going to see
where things are not really matching. That's fine. We can bring the threshold
a little bit higher. So let's say 0.5. There we go. As you can see with B15 for those vertices that we selected, everything pretty much
gets folded back together. Now of course, we
need to go out here. So like this guy again, let's select this guy is actually
all of those guys. This guy says, well, this guys, I'm not
too worried about. I think those can be like we don't really need
to capture that. Let's just select
all of these pieces. There we go. We combine everything
back together. Let's do the history so we get rid of all of
those transforms, make it a light surface
again, go back here. And of course, on
the pants and stuff, we might need to do a
little bit of smoothing. So the vertices jump closer
to the actual elements. Same thing here on the
bandages adventure actually look quite nice. It's mainly depends that lost a little bit
of the capturing of the wrinkles that we
have. There we go. That way we're able to solve the issue that we have here with that
change in sea level, which is rather,
rather than tense. Again, here, the bandages, I don't think it's gonna
be that much of an issue, such as mesh display
and soft to match. And of course to continue, we need to continue with
this piece right here. It might not seem
like a big detail, but I do think it really
is worth it to do it. So what I'm gonna do here to accelerate the process
a little bit more. I'm just going to focus on
the main border right here on capturing this jaggedy edge. I need an extra one right there. And then after we have this border is gonna
be a lot easier to just stitch everything together however we might need, right? So again, we've talked about this before and the
reason why we can do this here on the leg is
because this section of the leg is not
going to move it. You're never going to bend
at this area down here. Yes, there's gonna be
a little bit of bend, so we need to be a
little bit more careful about this guy over here. But up here, everything's
going to move as a whole. And it's very common to have this sort of like
intensive stitching. I've seen this in
pants and shirts and arms and sometimes even
on the chest area. You can see a lot
of this sort of like like elements
playing around. And it's important that
we capture them again, not everywhere, for
instance, there. Let's just jump right there. That's fine. Here. We might need to do one that's a triangle right there because we're not going
to smooth anymore. Go and as you can see, some of these guys we
can start stitching. Always try to stitch in a way
that makes the most sense. Like you want to
try to make it easy to read the topology
pretty much. So for instance,
it's having like, instead of having like
a really weird triangle there, Let's keep the square. Square. One goes there. Pushes up square, square. There we go here. We need to add an extra loop that's fine. Or rather add one
extra loop so that we can create this triangle. They're square
triangle where square, square camera,
Remember the things we might need to move
the camera around a little bit. There we go. Make sure things do snap. Very common mistake is we are not sure if the
vertices are snapping, and then we bake, we get super weird things here, for instance, easiest thing, just create a
stitch right there. There we go. How we're capturing all of this. Same thing would
just keep going with this big square
where we can and we can't triangle is we don't want to add way
too many divisions. Want to try to keep the
topology flowing in a, in a constant sort of way. This is here, I'd rather
do this. There we go. Square, square, where triangle,
square, triangle, square. That's a weird square, but it's Alan Love With this
can get like stress. I'm just gonna, it's gonna
make that two triangles. I know it looks a little
bit weird when I do that. Like, why, What's
the difference? It's just a matter of I don't
know, It just looks better. It's a matter of
typology, of course, like you do need to take a
couple of things into account. That should be enough. Now, we do have bandages, now that I remember, we do
have bandages down here. So I'm thinking that I do want
to capture this line here, but maybe not that intensely. I think we can just
like keep things going in a smoother
way to be honest. We just hit the
high points here. For to hit the high points. I think in this case
it's gonna be fine. I do want to capture it
on the top here because it's an important to
let the down here. I actually think now that this might be a
better, better solution. So like here, we're
literally just going to go across if I can grab when I go
across like that, and that's going to capture
most of the detail. Here. Let's do a little
triangle there. I know that normally
when we smoke, we don't get any more triangles. One of those cases where it's really not that
big of a deal and I rather have the triangle. Then have like weird
flowing the topology. See how we're trying to go
for the high points here. So for instance, this
one right there. Let's go for the high point. That one is really floating. I don't want to capture that
high point to be honest. I'll see if we can
catch that with the with the normal map. That's why we were
doing the modeling. I was always like, be careful with things that are hanging or floating because
that's extra polygons, it's extra silhouette
and you might not want that to happen under
your element here. Let's just simplify
to a triangle. Two triangles, well, even a
triangle right there is fine. There we go. This will just rebuild, which was a clean
edge loop before. So with always want to
have a clean edge loop, you always want to try and keep the edge loop as
clean as possible. Here, things are gonna
get a little bit crazy. So I'm just going
to do a bridge. And another branch right here. Then that one we can
do mesh, feel whole. We go from here to here, we bridge. Rich, rich. We're here. Still rich, rich. Let's keep rebuilding this. Go. 123. We're here. Again, simplify. It's a triangle, square. Big square. I don't love a triangle. There is usually a
complicated area regards to movement
like the ankle. So we can try. Yeah. Look at that. You try only one line here, that's the triangle there. Again. The other way we can push this vertex out here, it might be a good
idea to be disabled that so that we can position
it exactly where we need it, which would be like
right around there. Then from here to here. You bridge. Because of course try to relax
things a little bit. Okay? But again,
Okay, that's fine. So we just save real quick here. Always, always save,
especially when mailboxes. It's unfortunate, but it's a relatively common I don't
know why it happens. But yeah, that's
pretty much it, guys. I'm going to stop the
video right here. I'm going to restart Maya, and I'm going to finish
this bit right here. Just filling the gaps in the very similar
way as you can see, we've pretty much
captures the whole edge and we've finished with all of the upper
part right here. So in the next video we'll talk about the knee, knee pads. The last part that
we need right here. And I think that's
pretty much it. I'm going to do the
advantages as well. We'll do those off-camera
just again to save some time, we're gonna go back to
ZBrush, see Ramesh, bring them in and
get them ready. So next chapter, we do need pets and we're gonna be ready to jump into
Chapter number as six, which is going to be the
tail end the prompts, and then we're going to be
pretty much done there. So like Maya's completely
freaking out here, just control S to
save real quick. You can do an increment
and save it out. So what I would
recommend, sometimes you can't even close Maya,
when this happens, you're going to have
to go to task manager and like literally close it. And yeah, that's it, guys. I'll see you back
on the next one.
39. Knee Armor Retopology: Hey guys, we're in the final
video for this chapter, which is the knee armors. And it's gonna be a
relatively fast one because it's a relatively
simple topology, as you can see right here. We could go back
to see you brush again and use Siri measure
and stuff like that. But this is one of the pieces
that I think it's worth it to to read topologies manually. Again, we've talked about
hard surfaces stuff and how having a really hard
edges and nice silhouette, it's gonna be super,
super important for us. So as you can see here, I'm just going
through the border and we're going to
start going back now. This amount, I think for
this particular one, I am going to give it a smooth. That's why I'm going like super, super low or
resolution rate now, it's gonna be a little bit difficult to do a symmetry line, but I'm going to show
you how we can do it. That's why i'm I'm trying
to cover here all of this. And now I'm narrating
as if I'm doing this like off-camera or fast, but this is real time recording every single step of the way. So this is also one of the objects that's
not going to bend. It's always gonna be
a very solid object. Here. We definitely
need one more line. So just move that
up a little bit. Try to hold the edge there
because that's going to give us some nice shadows. And then we'll just go to the
other side and try to copy the same amount or a close
enough amount of polygons. And this side, like
this, There we go. Push this in, I'm going to delete this one right
there for a second. Don't want to have,
actually don't want to have triangles on this
particular mesh. So there we go. Can accreting some spirals here. Just not ideal, but clean
them up there we go. There we go. Here. I don't want them more elements, so I'm just going to simplify
there with a triangle. I know I mentioned
I didn't want to triangles, but it's fine. It's just one. So let's go to the front
view as you can see, one of the things
that I did when I was doing this guys
inside of ZBrush. It's actually didn't rotate
them and I didn't wrote it in specifically because I wanted to be able to do
a symmetry line. Now here we're going to have to guesstimate as
close as possible, which to me seems
right around there. And now if I press
Shift and right-click, I can mirror this and
use a knot world. But bounding box x negative. What this will do is you
can see right there is going to try to do
the mirror option, right where the edge
of the element was. And that should
allow us to create something that looks very,
very nice like this. Again, I'm going to
smooth this one, so I'm going to say mesh smooth. And then we're going
to use this guy again. Let's surface and
let's do it conform. Now that we've done
the conformed, I definitely see that
this is a little bit too big or, or dense. So I'm probably going
to remove some edges. I'm gonna do one
edge each like this. Then probably like some of
these edges right here. See, that's a spiral, but that's fine as long
as it's a quad spiral, I think we can get away with it. Control and delete. That's going to minimize
the amount of elements. It definitely wanted
to remove a couple more. There we go. That looks a little
bit more like what I'm looking for now back here, just be very careful
not to have any angles. So far I don't see any.
That's a triangle, this a square, so
that's perfectly fine. This will work and we're good. Now, after we've done this, the only thing we need to do
is shift right-click mirror. Now we mirror to the world. So we have it on the
other side like that. There we go. Let's hide this just
1 s because now I definitely want
to see how all of my topology so far looks. Let's hide this 1 s. And let's bring in the belt, which is a really important
part of the character. And there we go. Look at that. So not bad, not bad,
Very good silhouette. We're still missing
the advantages. Again, I mentioned I'm going
to do this off camera in the same way we've done all
of the other band that just so that we didn't have to
repeat any information. You need to bring
the villages that we did for the axis well, and we're ready to go, we're ready to jump on to
the tail and the props of the robes are hanging all of the little rhomboid things
that we have on the chains. Yeah, just a couple
of more extra details before we finally jump into UVs. So chapter six is
going to be the all of the remaining
topology that we're missing. Chapter seven, he's going to be debates and the organization, the color maps, the
id maps everything. So we get inside of the UVs, of course, we get it
instead of substance. And then we're going to
have several chapters texturing Hall of
this character. We'll still a little
bit the proof probably approaching the
midway point by now. I know that topology tends
to be very, very heavy, but I wanted to
make sure to record every single step of the way
so that you guys could see how we approach and
how we solve all of the different issues that we might have with this character. So, yeah, thanks
for hanging around. Make sure to get to this
point and I'll see you back on the next video. Bye-bye.
40. Tail Retopology: Hey guys, welcome back to the
final Rita biology chapter. This is Chapter six and
we're gonna be focusing on all of the other things
that we're still missing, such as the little prompts, the little straps, all of
these guys right here, all of this like little
elements we're gonna be doing throughout
this specific video. So we're going to start
with the tail ends. You can see we have this
very bad detail here. These were some of the low poly meshes that we
tried to decimate. And when you try to
decimate the low poly mesh, you get this error. So we're just going
to delete it. We're just going to bring them back from ZBrush
very, very easily. Same thing for these
guys right here. You can see that
we really didn't add any sort of like
detail or anything. It's just cones so we can
very easily replace those. I'm not going to lead
them because I don't want to forget about them. But today we're going to start
with the tail right here. As you can see, the
tail and the blade are pretty much the same piece. So what I mean by its emphasis that we
have this very nice, like a fading or bleeding of
wealth base to the other. So it might be a good idea to have them as a single piece. However, I know my software, I know how things
are going to behave. So if I combine these
two things right now, and I tried to do the
automatic remeshing, which is what I'm going to
try to deal with the tail. I know that's going to
make a mess right here. So this is where again, if you, if you know how to work around with the
software so you can get some shortcuts and save some time without having
to do everything by hand. So I'm gonna start with
the tail right here. I'm gonna go mesh rate, apologize, and let's
bring this down. I think 1,000 Faces is fine. I'm actually going to
bring this down to like 500 faces because I want to have the low poly or even lower like 300 faces and it's
going to hit apply. We're gonna keep original of course, and we're
going to hit apply. When we do this, remember the
tail is going to jump up, which is very common
to what we've done. And this is what I'm going for. As you can see, I want
to make sure that we get this loops around the whole
thing and no spirals. And it did a decent job. It's low poly, this
is what I would normally draw if I
was drawing this. And as you can see, we
only have 624 elements. We're definitely going to
smooth this thing out later on because the tail is one of those things
that really needs to have a lot of divisions to have a smooth transition
and the rigging process. But before we do that, of course we're going to bring
this down to zero. There we go. So we can bring the tail back so we can
see what we're going. Let's make this live, and let's go to our
element right here. And let's take a look
at the other topology. So one of the things that I
don't like about the process that this thing here is that it actually didn't
give me a central line. Remember, centralize are
really, really important. So what I'm gonna
do is as follows, I'm gonna go back here. I'm going to delete
this extra right here. I'm actually going to
go into face mode. Select that guy real quick. All of these phases right here, I'm going to delete
because I want to manually prepare what's
gonna be happening here on the transition to the, to the tail actually. Then on this side right here, I'm also going to
delete the cap. And this guy right here. Again, if we take
a look at this, it might not seem
like a bad mesh and it's not that we
see it from the front. We don't have a central line. And central lines are
really important. So how can we get one
central line mirror? If we just select this
thing and we mirror this on the world
and we can apply, we're immediately going to get a central light look
at that right there. Actually two of them. But
that's also going to give us an extra division on the
upper side, but it's fine. You can just select that
this guy is right here, this guy right here, and delete. That way we simplify it. This is an eight-sided
or should be like an eight-sided polygon,
which is great. And we have a central line. So at any point, I can
now go to the center here and just delete half of this and just keep working from here. So again, it's always important that this is of
course one of the reasons of this tutorial to
understand how things work, how the, how the tools
working software so that we can utilize them
and do other stuff. Good, we have brought
this into Blender. Could we have done see remeasure good. We have
manually done this. Yes. All of those are options,
but right now for minutes and we already have a perfectly
good base for this day. This bands right here, I'm
going to be separate measures. I don't care about those up, but this one's right here. I do think it might
be a good idea to capture them with the character. Again, if you want
super clean meshes, we can keep them as
separate pieces, but if we want to
optimize things, actually another think of this. Yeah, let's keep them separate. And the reason why I'm
going to keep them separate is because we don't
want them to the form. So they're gonna be solid,
they're gonna be attached to a specific bone,
bone properly. And when we move
the tail around, this are never going to bend. So I'm going to keep
those like that. But we're gonna keep going
on this eye right here. And this is where we're
gonna start having some challenging parts, right? So when we go into
this knife thing, remember we want to
keep our centerpiece. We're wanting to keep
our center line, but we're not gonna be
able to do that because these pieces are not
to the same measure, so we need to grab both of them, combine them in now we can
make them a single piece. So technically now I
should be able to bring this center edge up and start capturing
this thing right here. So this, I do not
like this flat edge. I do want to capture
it like this, even if it means like
modifying the topology here. Like, I think a
triangle is going to be added at that specific point. Those guys, of course,
we're going to just keep going down. We'll go back there
and just a second. And over here, we're definitely going to
have another triangle. Remember with this
very sharp lines, a triangle is usually
like guaranteed. Now we have a sphere or a
nanosphere is so-called circle. For circles, again, the
magic numbers eight. That's the minimum amount of
loops that you're going to need to capture a circumference. And we can do that like that. And we're going to move
this vertices so we get the cleanest possible loop. And of course, this guys
are gonna be pushing in towards the center. But they're there
and they're perfect. So eventually we're going to just snap everything to the center and we're
gonna be just fine. So from here, the eight sites will pretty
much continued normally. Here again, we want to keep
or maintain or central line. So I might need to do, might need to do a little
bit of a transition here. Get that vertex right,
There's trapped. Let's make it out. There we go. And that since this is
the central line, right, one thing we can do here
is we can do a split, split right there, so that we
can keep the central line. Let's get this vertex
out. There we go. This guy is going to allow
us to hold all of this like thick border that we
have on this side. That's gonna be my
central line right there. Hopefully this, all
of this makes sense. And then here you can do a
little triangle right there. Simplify this one. And that should be
the second one. It's probably this
vertex right there. That's again trapped
inside of the mesh. Because you can see we
keep our central lines. This actually, let's just
delete that. That's a square. We keep our central
lines and we just keep going to this side right here. Now, for this transition
here on the tail, we really don't need
to worry too much about the, all of these details. We have discount
like central line again going through
the whole thing. So I'm just going to go to the high points and low points. As you can see, that pretty much captures the whole detail. We just do that. Again, careful with those
racy vertex to go inside. And we just keep
going like this. For things such as arms, tails, tentacles, all
of these elements. One of the most important
thing is you want to keep a uniform size on your elements, like what we have right here. And you want to keep
everything flowing in the direction of the movement that this
thing is going to have. So we don't want line's going to different directions
for different elements. Let's add two more points here. And eventually,
like I'm guessing, and we're going to have
some curvature right there to capture the blade. Just keep going over here. Here I think we can
simplify a little bit. Again, we're gonna have a, a smoothing division later on
so we can simplify here. For the sake of speed. This part right here is
definitely gonna be a tricky one. We need to do at
least three elements. If you, if you are in
a project and you can do more than three,
that's great, but at least you need three to capture that
specific silhouette. Then we just keep going. Here. We're definitely going to
add a couple more edges. This not only will allow me to, to bridge this guy's in a more, let's call it a more
predictable way. But also helped me with the, with the topology and
the borders that we need here on the upper side. On this area here. 123, that's a square, perfect. This guy right here. And
what can I wanna go to go down this end? If we have a little
triangle right there, That's fine as long as
it's a flat surface that usually additionally
an indication that you can get away with with having triangles on flat surfaces
because they're not going to affect the flow of
topology or anything here. That could be a square. I'm a little bit
worried about that one. It's a little bit too sharp. But let's see how
we how it works. And if we can make it properly functioning right
there, there we go. Again, I don't want these
things to flow this way. I mean that the blade is not that much of an
issue because it's usually going to be
straight like you're not going to bend this blade, blade the tail as much. But you still want to follow the guidelines that
we're using here. So if I see that things are getting a
little bit stretch out rather have just the
optimization point right there. So we add one extra line to have a better flow in regards to
the rest of the elements. Here with one more extra square. I already know that on
this curvature right here, we're going to have
a like a triangle again to get the very
sharp edge right there. And this will have its own
sort of like loop here. So we can cover most of this. Keep going on this
center line over here. The problem with the
central lines is that we do need more polygons that you normally want because
it's a curvature. Move some of them around. Again, textures are going to
really help with that like sharp effect that we
want to get there. Here. I'm going to simplify this or like a loop right
there so that we don't bring all of these lines
down here, even down here. And I'm really considering, again, simplifying a little bit more with another triangle. So if we go from here, there, that way we can keep this thing going without affecting
everything else. Here it's a complicated section again because of this sharp bit. So I'm going to try
to loop around it, extracting this
thing right there. Then this guy gives me another loop right
there. There we go. A little bit questionable, but the works should work. Then over here, we go back
into this very sharp line. And we need to capture
the roundness here. We need to reuse some of this. So we don't, again, we don't have to create
some very big polygons. So let's just review some
of this borders like this. This. Let's go right there. Okay here, that's 1.2. Just keep going on this side. If you get those crazy points, you just clear the dots. And we keep going. Now
here for the final bit. And there's a couple
of ways to do it. For hard surface stuff
doesn't matter as much, but I'm going to try to loop
everything like that. Okay. Why? Because again,
from a UV standpoint, if I wanted to do a clean
cut through the center, I need to have a Nash that pretty much follows the
whole center of it. If I have to do a couple
of extra selections, a very common, I do want to
have that extra element. So, yeah, that's, that's pretty much it. Let's
give this a shot. So grab the whole thing. Let's delete history to lower
the amount of elements. And here I'm just going
to double-click see this. This is what I mean. Like if I double-click,
I immediately select the whole edge that's on
the inside of the element. And then of course I need to
select this guy right there. Make sure we're not
selecting things that we're not supposed
to be selecting, which is not the case right now, are just turn this
off, scale them. So by doing this, that means that we are selecting
something that we shouldn't or just push this to the center and
let's see if that fixes it. Snap it to the center. Let's take a look at the
plate. Yeah, it looks good. Shift right-click mirror
x negative y. That's it. Successfully done the detail. Now I'm going to show
you real quick why this sort of thing
is very important. So I'm gonna go to rigging. I'm going to create a
very quick like Rick. So imagine we have all of
the bones for the tail. Actually, I'm going
to show you that the cool way, the proper
way to do it. You do one bone and then you shift and you
select a couple more. Let's do like eight. And then you select
all of the joints. Then the distance,
Let's find like 150. All of them are
probably like 200th. So the distance
between each bone is pretty much the same. You have the first joint, position it where
it's supposed to go. We go and you just rotate them. Just get this out to delete
the first joint. There we go. You can start with second one. We position it right there. Then wherever the next
one, that one's fine. We've got the fourth one. We can twist a little bit, the fifth one,
this a little bit. So we get on the inside
of the mass, right? And I actually like nail this
because this final joint, joint ten is going to
move the whole like tail. And that's roughly where it's going to be right about there. Because this is not
going to bend right? Like the blade is
not going to bend. It's just gonna be
the tip of the tail. So now we can grab
all these guys, select this guy right
here and do a quick test, rigging, skin, bind skin. If we select all of the joints
except for the last one. And we bend this, it's now working back. Let me select this guy
and just the history. So let's select all of these guys except
for the last one, select the mesh skin. But in skin. That's
really weird. Oh right, My bad here. So the problem is that this, The guys are way too
far from the center. Let's get them right there. Again. Let's do a quick skin. Bind skin. Now. There we go. Now we grab all of
these guys except for the last one and we do
this, look at that. So this is the kind of movement that we would
expect from the tail. It's moving perfectly fine. Look at that beautiful movement. Imagine the animation
of this guy. And this thing is moving exactly as we can even like
twisted look at that. You can go for the
really crazy twists and stuff and the
topology is holding, it's definitely,
definitely holding. So let's delete this. Of course, we don't
need them right now. One thing I did forgot
about the other detail though was the cap over here. So let's go live again. Grab this guy. Edit. We're going to delete. This face is right here. Is the mirror. Tried
to do something really weird right there. We're going to have to
go one more line up. And it's pretty much
like the fingers. We're going to have
this center line going towards the center. Like that. Here,
like this one here. Or just go to the front view. Everything. So for this case, of course, delete,
grab this vertices. We don't need to like re, resample all of the other ones because it's worth
the only ones that we really added. And
we just mirror. And now of course we smooth. We do want to have a
little bit more resolution on the tail for, for better Bakes and
for better deformation. We mesh smooth and
we mesh conform. Just do a quick
check on this guys, especially on the yeah, you can see there's a little
bit of an issue here. It's really weird.
Maybe it's because I made the mistake
on some part here. Let me show you how to
very easily fix this. Let me check first the blade, the blade looks great. I don't really see any issues. So to fix this very easy fix is just since all of
this are clean loops, we can just delete the ones
that are really, really ugly. Just look from here to here. Do we bridge? Let's do division. So we match the same
amount of elements. Then this guy, guys, just start moving them
back a little bit. This is a good option
or a good moment to just like the store, not, not use the words. What's the word? Not
used? That guy anymore. And we can do soft
selection, for instance. Just bring some of
this points down. Not too worried about
this guys right here because they're going
to be hidden by the, by the armor bit. Again, the closer
we can get this to the actual tail better. Oh, I see what's going on here. So yeah, so since we have
that big chunk right there, That's probably like influencing the way we're
capturing the details. But yeah, that's that's
pretty much it for the tail guys to just
saw how rigging wise, it works perfectly
fine. Phase wise. Wait a second. There we go. 4,000 triangles. It's perfectly fine for
this particular piece. You're of course
going to delete this. And let's choose p and
bring this into our reach. Apologize meshes. So this guy, we don't
need it anymore. And again, as I mentioned, we are going to be going to see brush to see what parts of this things we can extract and which ones we might need
to do manually topology, I think most of them should
have clean topology. I think I did the subdivisions. So let's take a look at the syllabus file
in the next video, and we're going to be pretty
much done with the tail, so hang on tight and I'll see
you back on the next video. Bye bye.
41. Tails Details Retopology: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the tail details, which are all of these
guys right here. You can see it's really,
really heavy Scene. One thing that you can do when you have a
really heavy scenes, you can go here and say, Oh, high or low, rather. And it's going to switch
all of the sub tools to the lowest subdivision
that they have if they have subdivision levels. So if we select this case
right here and we press F, Of course, let's
just isolate them. Press F. We're gonna be able
to see their composition and they were see rematch from what I can tell over and whether you
can see right here. So this is nothing to
budget is going to be useful to us, but I'm
going to clone them. So I'm gonna go to the highest of the which has just one
higher subdivision level. That's fine. I'm just going to clone this. And then I'm going
to continue working. I'm gonna show you a
little trick here. So what I wanted to say,
I want to create the new, pretty much in use soft tool that has all of the
available things. What do we mean by dislike
this other things, this are actually quite clean. So if I select them and then
jump here and say append, of course, we can bend
those specific ones. And therefore this new sub
two that we're building, it's gonna be all the details
that we need from the tail. Then we have this
guys right here, which actually don't
have a bad geometry, but we need to, of course, a simplified that quite a bit. Same deal. We just
select these guys, go back here and we say
append and select those guys. And then we'll go here. And I think than the
cones, of course, right? I think that's the last one. So we go here and just
depend on right there. Here we go. And the finally,
this guy right here, which I think shares
its poly group there, I'm going to press Control a to, to get them into the
same poly group here. I'm just going to
say again, go here, append, and there we go. So this software that
we're seeing right here is the sub tool that
we're going to have to export. This guy says you
can appreciate, are ready, but
that's all we need. Just a very simple circle. We can of course,
delete a couple of edge loops inside of Maya. But I'm just going to
export this as is. I'm going to export. I'm going to go to
my repo folder. I'm gonna create a new folder. Actually just call
this tail tail details because we already
have a lot of stuff. And again, organizing is
never a bad idea this way. So just save that. There we go. Okay, let's go to
this guys right here. Now, this ones, as you can see, they don't have a lot of detail. We're going to add the detail in the texturing department. So this is the high poly, pretty much so as long as we
can see rematch this nicely, we should get a
nice result that's dynamic solar real quick. See rematch, and let's
just write half. That looks okay, but
we can definitely go lower and lower and lower. Let's instead try to go for
a target polygon serum mesh. It's a little bit too much. So again, not too worried
because I know that we can use our tools inside of
Maya to reduce this. The main thing I'm
looking for is to avoid having as
many as possible. There we go. So this
works perfectly fine. I was going to say export. The thyroid is bandages 001. That's fine. Okay. Let's go to the next piece. So the cones, that's an interesting one
because the cones, I don't think we can sub-divide. We can try to reconstructing
south division. There we go. And it will give us a
relatively good one. We're still going to have to delete all of our
components, I think. But since they're already
where they're supposed to be, I'm just going to export
them and then press Control a to give
them everything. A poly group control. Or rather just say other groups. There we go. Just hit Export. There we go. That's it. And we're going to
have to reduce but not that bath to do that. And then this case, we can try to reconstruct
cell divisions as well. There we go. We can go really, really low. So as you can see that it's
a great, great subdivision. So we're going to export
this and hit Save. This is, I believe I talked
about this when I was doing the hyperbolic character on the other course on
the hydraulic force. And when you're doing
this sort of stuff, there will be
certain assets such as all of this that I'm
showing right here, that will be very easy to just model normally without having
to go through DynaMesh or, or any sort of like
sculptures or anything, just clean, beautiful topology. And if you can already
do that from the get-go, you're gonna save
yourself quite a bit of time as what we're
doing right here. So there we go. We've successfully
selected everything. So I'm gonna go here back to maya and we need to
bring them however, you know, and we know that this guy is have the
exact same name, right? So I'm just going to F D underscore height
to the whole thing. Select this little extra bit, and then just add this to the elements so that as soon
as we import the new ones, We're not competing against the against these guys right here. I think
there's four of them. Let's navigate real
quick to our assets. There we go. That's five. Which
ones are missing? So bandages or more spikes, bandages you through n1. Maybe they change
names or something. So I'm just going to
literally drag and drop all the key chains, but
we deleted those, right? So the key chains, There we go. Remember that they are going to be where they're supposed to be. They're just going to be
offset on the y-axis, right? So these guys right here,
if we go to the group, there's this secret number
that we've been using so far. And the only thing we
need to do is translate this guy's dad is a specific
distance and as you can see, they fit very nicely. So let's go all
the way down here. I'm going to start
with the first one. So the key chains,
they look fairly nice, but this one got destroyed,
as you can see right there, this one looks super bad, so just delete that one. And this again are one of
those assets that we might not even need to to redo. So I'm going to
center the pivot. Just literally duplicate
one of those right there. And delete this guy over here. Let's get rid of self-selection. And there we go. So with that done, we're ready to, that
piece is perfectly ready. We can of course, combine it
so we have a single object. Second. And so for
the next one to do, Let's do always remember
to first transform. So we get rid of these
guys right here. These guys are relatively easy. And what I'm gonna
do is I'm going to go into vertex mode. I'm going to select all of
the little vertices that we have right here,
all of the polls. Because again, they would
change the way we do UVs. They would add extra elements Control F 11 is the circuit and then just delete
all of those faces. And that's going
to leave the caps. Those caps should be hidden
by the armor themselves. So that's what we do here. Control F 11 and delete. There we go. I'm not sure if my little
script here is going to work. One that selects, oh, it did, okay, so it's not
balanced, right? That one. And we want to do with
that is of course, a delete a half of the
amount of elements. So double-click,
click on the script. We've used this one
before, and then just de-select the, the border. Double-click, click the script. This leg, there we go. Double-click. I'm not sure
if I can select multiple. Ooh, I can perfect. Double-click, Double-click,
Double-click script, and then just de-select
this guy right here. Control Delete, perfect. That's the same thing here. Actually let me try. Can we discuss yet, but I don't want to
delete that one, the base one I think quite useful that little
border that we get. It helps, again hide the, the hollowness of
this whole thing. So let's keep going. Here we go. So we hit the script, then we just de-select border edge so we
don't leave that one. I don't even think
we can delete it. Usually you can still
see the border edge. Just to be safe.
Control and delete. There we go. So we're reducing
the amount of elements. Now let me see, we can select this one right here
and do the same thing. Yes, we can, but I'm not
going to select that one. I'm going to select the one
to the side so that we can keep our, our central line. So I'm gonna go to
the central lines here and select the one that's right at the side
of the center line. Go. There we go. Hit the script
and again control and delete. It's gonna give us,
it would look like spikes are a little
bit more hard surface. See, I can see that
they have eight sites. But from eight sites to 16, we're pretty much like reducing half of the,
of the cones, right? So very, very important
that we do, do, we do that so that we don't have as much a geometry for a part
that doesn't need as much. Because right now
you can see we have 7,000 triangles on
all of these things. It's quiet. It's too many. It's way, way too many. So same deal here. Oh, my God. What happened here? Okay, so
see this for some reason. When we deleted the vertices
on this guy right here, we did not lead the
vertices on the other, like other parts of
the path, the object. Now this is unfortunate
because we're going to have to clean this up. Hey, I think this sort of clean up because it takes forever. So what's the other option is we select these guys
right here, delete them. And then we select this
guy is right here, and then just duplicate
them again on the top side. Now, one thing we can do here, let me see if it works. I'm going to select all of these faces and say
Edit, Mesh, extract. Then now separate pieces, select all of the
objects combined. And if we center
the field point, it should be right
there on the center of the objects because
when we duplicate it, this thing, they should have
been duplicated properly. So now we can delete this guys. This guy right here,
Control D E 180 degrees. There we go. That way. We've, we've recovered
the proper construction. We don't have to worry
too much about that one. And we can continue with
the next bit right here, which is eliminating this edges. That's why when you delete edges is super, super important, that you press
Control and delete so that you lead the
divergencies as well. Because otherwise
you're going to have the exact same issue
that I just had there. Cool. So we can recombine
them the history again. And I'm still thinking that one more line here might
not be a bad idea. Let me try and see what
happens if I delete it. There we go. So as you can see, we deleted this edge right here. We're not leaving
the border edge. So that save us a
little bit of time. Just going to select all
of these edges right here. This thing that I'm doing guys, it's very common when you are given sometimes
in some studios, you are outsourcing
a lot of stuff. So you get the
high poly elements for cinematics and stuff. And your work is to make
it work on the engine. So you need to reduce
and you need to do this, this, this are called LEDs. Again, since they are, what's the word cones, we can really, really, really, really bring these guys down
in regards to resolution. Even all of these guys. One more division
and there we go. Because we've
mentioned this before. If you can have poly, if you can save for Polish, it's a good idea that you do. It's just, it's just
good practice overall. This and delete. There we go. Now we went from
7,000 to only 18,000. We have more. I feel like that's too many. How many we have here? We have 102 triangles. So why is because we
have eight and then 16. Yeah, kind of make sense. Cool. Let's just make sure
that we didn't have a double phase now. Okay. So yeah, that's it. That's it for the spikes. That will be the
cleanup for the spikes. Let's go to the armor right here because that's
that once this armor, if you remember from again
from the previous series, we did this armor,
we see modeler. So by doing that,
by using similar, we should be able to reduce all of those like Beverly
edges that we added, the support edges that
we have right here. And that should simplify
like this guy right here. We don't need it as
long as it doesn't change the silhouette
of the object, you really don't need it. I think that's good. It's definitely way, way too, like a testimony
divisions on the y-axis. So delete some of those and
it's not going to form, or at least we don't want this
to the form or two bands. So technically we could delete
this inner side as well. I'm going to delete
this ones as well. Not really needed. And this one's just keep it as simple as possible
and the bank is going to take care of stuff. Same thing here, just
like this guy right here. Plugin, Delete all
of those guys. And then do not delete
the border edges. Those we do want
to keep, actually want to keep that
one for the Bible. Then not delete
the border edges, but all of these other ones
that are I wouldn't say contaminating but just filling extra information that
we really don't need. Well, we can just delete. Should give us a really
clean soft mesh. For this one, we don't
grab the central line, will grab one of the sites, then we delete those. We simplify. This is a very common
thing to do in inserting. Unlike pipelines, you are handled that high poly
version or nowadays, like Unreal Engine
does leak the LOD automatically or it will try
to do them automatically. But back in the day
you had to do this. For every object you did, you probably had to do
like one or two LEDs. And it will definitely
take quite a bit of time. So yeah, we've got that
1,200 faces roughly. And that's pretty much it. Let's take a look
at the van that just bandages are the last part. So this bandages
are perfectly fine. I might just again
for simplicity sake, delete one edge right there. Lead one edge right there. Just to keep things a
little bit cleaner. This, we're going to generate new hypotheses from this ones. Don't worry, but that's
more than enough. Care for Lear and see that, that carry their triangle. Not ideal. So just delete that guy. And then same for those guys
right there. There we go. Just keep everything square. We know that's usually
a good rule of thumb. So those bandages not worried about a desk
guys right here. We need to modify
things a little bit because they're
a little bit dense, especially like
here on the edge. So 12 or actually 12, those two. Let's delete those 12. Let's delete those 12. We delete those. On the other side, on
to delete those 12. We delete those 12, and we delete those. There we go. So let's clean. This ones are the these are the crazy ones
because as you can see, we have way, way, way too many. The good news is that
they should be cleaned loops so I can delete those. And then again and delete dose. That should give us
a fairly Oh my God, no, that that last
one didn't work. Maybe they're not even are just like a triangle
there somewhere. That's fine. Let's
go to the next one. Let's try here. Okay, That's a clean one. Can we do this? Yes. Can we think so? We don't get any weird polygons. Seems like it worked. It's going to definitely reduce, or to be honest, since against his work
in rebuilding this guys, it might not be a bad
idea to just use the automatic like
remove tool either. In this case, we are getting a good simplification it
good result. So there we go. So we're at 2,700,
a little bit high. So let's manually delete
a couple of them. You can see how we don't need all of these
guys right there. I'm seeing something closer
to that looks better. And every line with lead, this is one of the
things that my students get quite surprised about. It might not seem like
we're reducing that much, but every line we delete really removes quite a bit of elements, as you can
see right there. We go from, I don't
know how many thousands we have two hundredths. This one right here might
need some of those, but I'm going to
delete one there. One there, and this one there. Maybe even this one right there. There we go. Now we are all the
way down to 2000, 2000 triangles for
those bandages. So if we take a look
at this piece is now ovary typology
that we've done. It's a good level. Can we make this even lower? Yes, of course. Remember
that there's pretty much no, no limit on how low we can go. We can go really, really low end pretty much have
just like cubes. But this should
give us a really, really nice results, especially, especially when we
combine it with the tail. Whereas the tail right here, Let's turn it on
and turn this off. There we go. So as you can see, this is the low
poly for the tail. For some of those guys. Again, this guys we
don't need anymore. I'm just gonna delete
them. We don't need those. We're going to reconstruct
those once we do need, but we're going to
have, of course the final ones later on. Let's just hide it. Technically, we
don't need this one, so I'm going to
hide them as well. This guy, mesh display
Software nach. There we go. And yeah, that's pretty much it. Let's just assign the same like Lambert material to
the whole thing. And look at that. We get some really,
really cool stuff. This ones, as you can see, they have a weird like shading. You need to go mesh,
display and unlock normals. That's a very common mistake. Sometimes when you export an
object from other softwares, they locked the normals
and you get this really, really we're shading,
but look at that. This will work
unity on the game. And it looks amazing, like if I see this
character at this distance, the silhouette that
we're getting and all that stuff that's
going to look amazing. We've already done the
experiment with the rigging. So we know this is going to
work really, really nicely. Let's bring in the where's
the belt? There we go. Look at death, little by little. Hard characteristic. It's getting done, is
getting production ready. Now some of you might be like,
I can't believe I've just spent 10 h of my life
learning how to read, apologize this full character. But believe me guys, this is one of the reasons why we get paid nicely on our
studios doing this. Not everyone can do this,
not even my students. Once they graduate, they make a lot of mistakes on that roof typologies
had the thing. So by learning how to do this properly in creating
acids are gonna be super, super efficient for
the production. You are going to be one of
those artists that people are always going to
want to work with. So, yeah, this is it
for this video guys. In the next one, we're
going to continue examining all of the
other props that we need. We're going to bring a
lot of them from ZBrush. So right here we have the chest belts and we
have this row right here. So there's a lot of little
details that the beard stuff, all of those things
we're going to start doing and we're going
to prepare for the for. We have a couple of patches. We have this for
patch right here, this for patch right here, and this big for
patch right here. And we actually
need to prepare or creating new mesh for those because we need to find a place from where that force
is going to be coming from. Okay. So yeah, hang on tight and I'll see you back
on the next one. Bye bye.
42. Chest Details Zremesher: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the chest at details. And there's really
not that many. We have the belts, we
have the necklace, we have the Nicholas cord, of course, and that's
pretty much it. So yeah, let's get to it. We're gonna do a
very similar process to what we did on the last one. We're going to select
one of these guys and just clone this. So we have it over here. And now that we have that, we're just going
to select some of these guys and we're going
to start importing them. So a sub tool band. And we just append whatever it's selected on the other sub tool, which in this case
it's the other belt. We go for these guys right here. Very important that we give them a polar groups. I'm
going to other groups. Both of them have
their own polar group. Go back here, append. And we select these guys. And we go there, is this guy right here. Again append and bring them in. And yeah, that's pretty much it. There's one more thing
here which is this like a metal cylinder. But to be honest that one's
a lot is just a cylinder. So I'm just going to
re-add it inside of Maya. On the back. I don t think we have anything. No, there's no
clasp or anything. So we might later on texture or we can add just a
couple of spheres or something to indicate
that that's, that's something, right? It's attached somehow. Alice go to the necklace. Well, the nucleus, it's
its own little folder. So I think I'm going
to leave the necklace for the next video. Now, this one's right here. As you can see, they're
like good topology. They have good topology
so we can read, utilize most of it. We're of course going
to have to simplify some of this cylindrical things. Or if you maybe give them
a Bible or something. And that's pretty much it. This because right
here we did DynaMesh. So this again is where doing are either every typology or a remeshing could
be perfectly valid. In this particular case, I think we can get away
with the Siri measure. So let's give it a shot. Let's go. Ramesh or sorry, geometry. See remeasure, but I'm going
to use a detect edges. This one will hopefully give me, as you can see, heartbeat harder surfaces for
the whole thing. Let's bring this down to
like a one to zero measure. It's good, but it's
really dense, right? So naturally think of
it, it's gonna be way, way faster if we just
read topologies and we already have those
inside of Maya. So I'm going to read apologize
those inside of Maya, this ones I do remember
having a clean elements, but it seems like
at some point I did this thing right here, like this guy, I think we can
reconstruct subdivisions. So let's try. Can we know we can't. Really weird. Why not? Surely you at least
get the option. Because you can see we
do have a clean geometry going on around it.
We have like hidden. Oh, now I see the problem. We have a twist right here, and that is something
that I did not see. Wow, Okay, That's gonna be
quite a bit of a problem. So let's try to see remeshing
first to see what we get. Maybe we'll get something
that is a workable. But again, this is
one of those elements that are reconstructing
or rebuilding them inside of Maya might not be that difficult and might
not be a bad idea. Okay, that's not that bad. I'm pretty sure we're going
to have some spirals there. Yeah. To be honest, I think it's gonna be way, way easier if we just
rebuild this inside of Maya. And the way to rebuild
this inside of Maya, it's actually quite
easy, but it's success.
43. Chest Details Retopology: Hey guys, welcome back to the
next part of this series. Today we're going to
continue with the chest at details and actually have a slightly
different setup for the screens. So I'm sorry if it takes me a couple of seconds to switch between one software
and the other. So for the chest, we have a couple of pieces. I actually have a
C brush down here. Here's a change. There we go. And we can see inside
of ZBrush that we have the belts,
have the necklace, how this little cord here
for the, for the necklace, which we're going
to redo, of course, these little guys right here and this little guy right here. And I was taking a look
at my impels right here, and I actually realized
that we haven't issued. So for instance,
this guy right here, this belt is actually
like offset. It has a really, really weird
and bad look right there. And this one right
here is not that bad. But still, I did not. This is DynaMesh, as you
can see right there. So it's gonna be really
difficult to reach, apologize. And we know how
difficult it can be to avoid having all of this
like spirals and stuff. So one thing that we had to do, I had to do when I was
doing the past video is I had to try and
make everything inside of Maya inserted inside of ZBrush,
which was a challenge. But in reality, whenever I'm
working on the character, I will do certain
things instead of my answer and things
inside of ZBrush. So here's what I'm gonna do. Here. I'm going to bring her, I'm gonna go to the
high poly meshes. I'm going to turn on the chest, the bandages which we should
have right around here. Chest upper, chest belt, upper inches below, lower. There we go. And I'm going
to use a tool here inside of Maya to generate that this
guy is in a cleaner way. Now, yes, we did sculpt
a couple of details, but even those details, we can just redo them
with a clean mesh or we can just work with them
inside of our texturing. So here's how it goes. I'm going to select
this guy isolated real quick and I am going to
make it alive surface. But we're not going
to read apologize, imaginary topologies in this, especially with this
really hard border, it will take us forever. So I'm gonna go to Create curve tools and I'm going
to use an EP curve. And we're going to
start right here. And you're going to click. Letting me, maybe I'm not
seeing it. There we go. So let's go back a
couple of points. There we go. Let's get out of isolation mode. That thing is the live surface. Now, let's hide all of the
retail permissions for now. There we go. So now again, create
Curve Tools, EP curve. We're going to start right here. And we're just going to start
clicking along the belt. Just trying to go as like nice
and centered as possible. Very important not to go big steps because we
will do want to capture the curvature as closely as possible to what
we had before. The curve is being drawn
right there and there we go. Then once we have that, we can select this object. And we can use a tool
called the mesh. If you're using
Maya 2022 or 2023, you should have
access to the sweep mesh with the supermesh does. As you can imagine
here, as you can see, it creates a sweep around the
object and we can change, of course, the
scale of the sweep. We're going to need to
quiet the bigger scale. There we go. 20 seems
to be the proper size. What we're gonna do here
is we're going to change the size to four sites. For sites, as you
can see right there, the thickness is a
little bit too big. So we definitely need to
change the thickness here. And I do want to change the rotation a little bit there we go, something like that. I just want this to
be asked like flat to the same angle that we
have with the belt spot. Cool. Now, we are going to use
this optimized button. This is very important because as you can
see right there, it's going to try to reduce the amount of polygons
that we have. Otherwise, it's just
way, way too many. But I'm still going
to increase this a little bit actually let me get rid of that one and just reduce here. Yeah, I
think this is better. We're not going to use optimize, we're just going to
reduce the amount until we get a number that looks like this right
here. And that's it. We select the object and
we delete history to remove the strip mesh
like a note that we have. And from here we can start
working on what we need. So I can immediately tell that this is
way, way too thick, but this is a really
easy fix because I can just use one
Insert Edge Loop. Let's not use this anymore. Inserted closer to the edge
so we get the proper size, which is around,
right around, there. There we go. And
then I'm going to select this face right
here, delete them. This face is right here. Did I not? Let's isolate this
guy real quick. So this faces and delete them, and then delete this
face right here. We're going to
select this guy and this guy we're going to bridge. We're going to do the same
thing on the other side. Rich. Then we should be
able to select this except for this little
two guys right here. And just preach. Sorry, not Bow.
Bridge. There we go. Now, as you can see,
we've successfully rebuild our belt without
that much of a problem. You can see that the
weld is not as thick. On the highest side of things. So easy way to do that. We just select the upper, pretty much all of the
faces except for the caps. And we can press
Control E to extrude along the normals to give them proper thickness
that we're going for, which should be
roughly about there, are a little bit less
right around there. And that's pretty much it. Now if we want to, of
course, reduce the amount of polygons because we don't
want to assume any polygons. Those new lines that
we just created, Control N, delete. There we go. We have this very,
very clean mesh here. Let's bring in the chest, but I'm going to bring
you the right apologize. Chest because this is the one that we're actually going to be like seeing most commonly. Let's hide this for a second. And here we can definitely
tell that there's a couple of issues
with the belt. So the first thing that I'm
thinking about on the back, it looks quite, quite nice. This kind of overlap.
It's actually really, really common in games. Again, I've seen
this quite a bit. But you can just
press B, an increase with a middle mouse at
the element right here. And we should be able to just
tweak a couple of phases, a couple of places to push
this out and have a better, a better hole right here
for this one right here. Can just move it a little bit. Here. I'm going to very
carefully rotate this using camera based rotation to try
to keep the thing looking. If you remember from
the previous course, we want to make this thing look like it's actually
like stretching, right? Like we want to see the
tension of the element. Very careful on this
part right here. Compress this and just
rotate slightly there. But again, this kind
of overlap is very, very common. For these phases. You can see here on the front, we do have several phases that would need a little
bit of correction. So I'm just going to
rotate slightly like this. And then I'm gonna go only
to this ones. Same deal. Just rotate slightly, maybe
push them up a little bit. There we go. There we go. Grab this piece right here, just get it into this area. And that's where the belt
buckle is gonna be so well, there's this upper one
didn't have a belt buckle. I'm just going to position
it right around here. We're going to have the
first section over here, like another extra geometry that we're going to
have to add in just a, just a couple of videos,
but yeah, this works fine. Now again, we've mentioned how sharp edges are
usually not that good. So I'm going to bevel them. I'm going to bevel
all of the edges. Even this guy is right here. So we complete the loop and
that we don't get any angles. So we're just going
to bevel like that. That's it. That's gonna be my belt as
you can see right there. I don t think we need more
divisions to be honest. But if you're in the
production, they're like, Hey, this thing is deforming weirdly, you might need to add one extra division right
there at the center. And as you can see, that matches the general resolution
a little bit better. So in theory it should the
form a little bit better. Bells and all of
these things are usually quite tricky
to work with. So it's perfectly normal to
have this sort of fishes now, for this one right
here, if you remember, it's, it gets covered a little
bit by this front part. So to save a little bit, to save ourselves
a little bit of pain on the rigging process, we can create a curve that gets hidden right beneath
this guy right here, and then another one
that starts over here. So we can do this as
two separate belts. Remember this hypothesis, we're no longer
going to use this. This is the new high-quality
that we're going to use. And if we want, we can
bring this into ZBrush, just give it a couple of subdivisions and the
add some details, the same details that we had
on this ones like this or like hammered or
destroyed little edges. And it's when I work
exactly the same. Okay, so let's go
for this one now. This curve we don't
need anymore of course, so we can delete. Let's go for this one.
Let's hide this guy again, so we're not distracted. Let's actually hide
the belt again. I promised before we jump
into the next chapter, we're going to do a
video on clean-up. We're going to clean all this up because at the end
we should have only one folder with all of
the reach apologize meshes. And then we're going to prepare one folder with
all of the high polymers. We got this guy, make
it alive surface. We go create turtles epi curve. And now that we
have the epi curve, I'm going to start as close as possible to that
inner side right there. There we go. And then just start moving
in this direction. Now roughly about here. Oh, my God. Oh, sorry about that. I'm
getting my my allergies give me 1 s. We're going to
hide this one right here. And we're going to
hit enter. Now, if you're drawing what's
not as precise, you can right-click the curb, going to Control vertex mode
and just slide the points. Pretty much. Pretty much as if
they were a polygon. Oh my God. This allergies kill me. So, yeah, let's keep going here. I actually know,
rather let me solve my allergy issue
because otherwise I'm gonna just gonna be sneezing
and posting everything. I'm going to stop the
video right here, guys. And in the next one,
we'll finish this back.
44. Belts Retopology: Hi guys. Welcome back to the next
part of our series. Sorry about the last video. I wanted to continue, but my allergies were
literally killing me. Well, not literally, but
they were they got really, really bad and I need to take my medicine helps me
with this nieces. So let's show you
here real quick with the right topology. We were doing the bell, so let's just keep doing the belts. And we already created
the first curve, which is this one right here. Now, one of the
cool things about the sweep mesh function is that it actually works
with multiple curves. So you can create the next crib already with the epi curve. Let's do 123, 456-789-1011 right there and hit Enter. Hopefully that should be
more than enough elements. Now if I feel like,
for instance, there, There's two points are
really close to each other. I'll just move them around a little bit to
make sure that we get a cleaner, a cleaner curve. There we go. That looks good. So now we select the both curves and we use the sweep
mesh at the same time. And what this does, it assigns the exact same elements
to both of them. We're going to switch
this to 20.24. So we get a square that
seems about right, seems to be following
the proper temperature. But if we need to twist it just a little bit, we can do so. Maybe just there. That it looks a little
bit now actually, let's keep it like
this because we're gonna be cutting into it, right? So maybe we'll be
able to fix this. The one thing that we're
going to definitely do is remove or reduce the
amount of precision. Let's go to something
like a three-sevenths. I think that's a good number. There we go. So now
as you can see, we have this two objects and now we're going to use the
exact same technique that we used before to
get the thickness. So we're gonna get
rid of this guy. And that's pretty
much the thing is there on the upper side, and that will be the
thickness on the lower side. We delete this case right here, delete this case right here, and of course lead this guy. And now let's see
how this looks. A little bit thick. I would say, let's just
add one more line there. Delete that. We bridge these two sides. And we push these two sites. The function, the function
is very similar to the, the curve function that
we have inside of ZBrush. But to be honest, I find it a little bit easier to control
here inside of Maya. So I personally prefer to
work with the one that we have right here.
Same deal here. Let's do like one cut there
and one there, one there. There is because we're going
to do an inverse selection. So it's like the inner
roads. There we go. That way we get the
inside and outside. We can pretty much
everything here. Here we might need
to, as you can see, it's slightly offset. It, this is common. You can do this bridge offset a couple of times until you find the proper amount that
we go 113 on my case. That's it. So this guy, we
don't need anymore. This is gonna be
our new element. Let's bring in the
apologize mesh. And that one thing that we
don't need the curves anymore, make sure before you
delete the curves, made sure to delete the
history on your objects. You get rid of the curve
influence that you have on them. Now of course, we do need to
make this things a little bit taller, a little bit thin. But before I make them taller, I think it's a good
idea to Let's bring the built-in so we know where
they're going to disappear. And I think it's a
good idea to play around with the proper
position of this thing. So I'm going to use
again self-selection, going to use w here
and rotate them around a little bit and see how that
gets hidden right there. That's what I want. I don't care again, a
little bit about or about a little bit of overlap,
that's perfectly fine. It's quite common again, for this sort of elements. Let's really rotate
this a little bit. Push this up. Really hawks the surface of the of the pectoral
muscle in this case. And now here I can
definitely tell that I went way too short, but that's fine because
we do have extrusion. So we can just extrude position this where it's
supposed to be finishing, which I would approximate it
to be right around there. And that's something
interesting is going to happen here
because we do want to have the thing like
going over and under the buckle will take care
of that in just a second. Here, you need to,
you can of course, reduce the amount
of intensity and just keep things a
little bit straighter. I know that the bubble is
definitely going to help with the hard surface effect
that we have right now. Again, if you feel
like some elements are like keeping things like not as nice or another
substrate not as tense as it might look like. It can, it could look
like a loose belt. You can just adjust
it right there. This one as one of
the tricky ones because it definitely
has a couple of extra. Extra faces. I'm
going to select some of this case like, like this. Then we w e, sorry, I'm going to rotate them
all at the same time, actually going to make the
influence a little bit bigger. So we rotate the whole
belt, pretty much. We need to go here as well. There we go. That looks good. Again, if you see a couple of areas like this one right here, make the selection a
little bit smaller and just play around
with the intensity. This one definitely push it in so that we don't
have as much overlap. We do want to have a little
bit of that overlap. Make it look like it's actually going to the skin like that. See play around with the
camera based rotation here, I can definitely tell
that they went a little bit more than needed. Back. Camera visualization, which
is this yellow one is really useful for
this particular case. There we go. And
again, we can graph. I'm just going to
grab single edges. No soft selection and just clean up a little bit
of this thing right there. Again, belts are one of those things that are really tricky. And the formation, why is there always a
little bit of a mess? You're going to see them
stretching and moving there. It really awkward wastes. Let's delete some of these guys. We don't need all
of these elements. I think this one's probably
going to be the last one. Let's of course, breach
this guy right here. Now to give them
the proper height, we select all of this
ring except for the caps. We're going next truth. Checking the number on my
left side which is like 18, 16, that's fine. Same thing here because
there are different objects. So if we try to do this on one, it's not going to work on both. I think. Go for number that matches closer to what
we want. There we go. Of course, to reduce the amount
of polygons controlling, elite, control and delete. There we go. Grab
these two guys. We can combine them. Let's select all of the edges, pretty much including the, in this case we are going to be including, Well actually, no. Before we do that, I do want to do that little
belt buckle thing. I'm going to show
you how to do that. I'm gonna select
this guy right here. It's a very like, very like handcrafted thing because I'm going to
literally do an extrusion. Then rotate this
thing a little bit. And then do another extrusion. And rotate this a
little bit again. Push it forward. Then I'm
gonna do another extrusion. We should forward like this. Another extrusion. Rotate the face. Like I'm literally
manually doing the bulk of the belt
going through the loop. And then this should go right around there where it
finishes the loop. And then push it forward
a little bit like that. So that's how we can
create this effect. You can of course add
one extra library there. Play a little bit with this
one to modify the curvature. But yeah, that's, that's how I would do that
sort of thing. So this one right
here, I'm not going to add that will be a little bit, just a little bit more extra work and it's gonna be
pretty much hidden. And now that we have both sides, now we do select
all of the edges, including this guy is
here on the inside. We're in the bubble there.
Slightly bigger fraction. That's gonna be our low poly. That's a little bit too much. Probably something like that. There we go. If you want this to be a round, the effect we could, we would of course need to add. And I'm actually right here at the center and grab
this guy is right here. I'm gonna, I'm gonna show
you a very cool trick. I'm gonna grab this
guy is right here. Like going to the back those. And then I'm going
to bevel them. When you babble,
what happens is you create this shape which is just split the edge pretty much. And now with the
edge being splitted, I can grab this guys. Just round this off. Of course we get an angle here. These are angles. So
this face right here, we're just going to
merge the center. It's gonna be a single triangle. And we're gonna do
the same thing. On the backside CEO, who said that we were not
going to learn a little bit about the modeling
even at this stage, it's a very common technique
to get an extra attribute there and give a
huge round or having around the fact that looks
really, really nice. Now, num is pretty much it. That the other thing
that we need is this guy over here are probably want to push this thing closer to
this element right here. Again, we need to create. I think I'm actually going to
be creating in this video. Now let's do another video. Because otherwise, some people might skip ahead
and they were like, Well, when did he did this? And I don't want people to be
sharing the companies like, Oh, he's kept apart. It's like no, you forgot to see the last part of the video. Whichever this more frequently than you might think, like, we get a lot of questions
on the platform sender, It's very common for
students to be like, Oh, I didn't know
how to do this. You just keep the words like
no, no, we didn't skip it. You probably just skipped ahead. And on one of the
last bits of the, of the videos, we did that. Here. I'm gonna grab this
vertex right here, soft select, and just push
them in a little bit. And then this case right here, Let's push them out a little
bit so we can see that the final bit where this thing goes into the into the
belt. There we go. So again, it's kinda like
hiding this information from the eyes and no one's going to know that
that built right there. It's not going through both
sides of the character. So, yeah, that looks
very, very cool. Now, as I mentioned, we're gonna do sort
of like a leather, let's call it leather
cover on the other. On the next video
on the shoulder. I'll explain a little
bit why we need to do that for the, for the for, but there's one extra
thing that I want to do on this video just to show you guys how all of this
is going to work. So I'm gonna grab this element right here and I'm
going to isolate them. And I'm going to do
a very quick rate. So if we grabbed me, Rick, we've got our
balanced right here. I'm going to start
right here, 12345, that will be the neck and
there'll be the half. Okay. And then for the arms we would have something like clavicle. Clavicle, arm, shoulder,
shoulder, wrist, and then head. That's usually the way
the works, of course, this thing right here,
it's going to be pushing forward in line with the arm. And there's a debate whether or not a straight spine is
better than a curved spine. It's pretty much the same thing. Like for our purposes right now, it's pretty much the same thing, but usually I like to
have a straight spine. I feel it looks better and it's a little bit better for
the math of the whole thing. There we go. So I'm gonna select
this guy right here. I'm gonna go to rigging, skeleton, mirror
Joints, YC, hit Apply. And then these two guys, we're going to append to
that bond right there. We're going to select
all the joints, select the geometries,
both of them. Okay. I'm just kidding. I'm just using these two guys. I'm going to say
skin, bind skin. It's going to do
a geodesic boxes. So now if I select this
guy and they twist around, this is what we would
expect to see, okay? So as you can see, the deformation
is working quite nice. And of course, if we fix
the weights and everything, things are gonna be
working very nicely. One of the big tests
that you're going to do, and this is B9 is
not properly done. But one of the big tests
that you can do is bend the character forward like this. And that's where right now
the weights are definitely failing that we need to do a little bit of weight
painting there. But look at the back,
like it's not that bad. Like I know that all of these weights that
we have right here, they can definitely
be fixed and they're following the character
in a nice way. So this tells me that we
are in a good like we have a good though good base
for the rigging and all of this that's white correction that we need to do
on the rigging. This is a really bad break and that's where
we're getting this. But yeah, like you
saw right there, like the twisting
from left to right, that looks really, really good. And things are going to be working perfectly
fine once we, once we do a final reading, not in this course, of course better later on. So, yeah, that's it
for this one guys. Belts are ready. And then the next
one we're going to take a quick look at what's the important thing that
we need to take into account for the fact that
we're gonna be adding. So hang on tight and I'll see
you back on the next one. Bye.
45. Fur Patch Modelling: Hey guys, welcome back to
the next part of the series. Today we're going
to take a look at the first patch or modeling
that we need to do in order to generate
the mesh that's eventually going to
hold our elements. So first of all, if we look
for like medieval for armor, I like this is the stuff
that we're going for. The most common type of
things as you're going to find our borders like this. It's very, very common in games. It's very, very
common and costly. It's very, very common
in a lot of media. This is what we're going for. We want to go for a, for a complaint for cloak
or something right now, why is this more commonly available or more commonly seen?
Because it's easier. It's very, well, not very big. It's a lot easier to just have
a row of hair cards around the border of an object and make this the look
of a furry effect. We could, of course,
like hand painted, hand painted for, for instance, is very common in certain games. To alleviate the performance hit that you would have if you had to generate all of the
fervor your character. Like this is what we
would normally see in stylized or in mobile games. Games like World of Warcraft. You can see how they get away
with this very cool looking for without having to actually do it right, this
guy right here. However, in our case,
we do want to do it and there's games nowadays
they're actually doing it. The best example I
can give you is, of course, California
Wagner Act, where there's a lot of fur and the armors in the
clothes and everything. So if you take a look
at this for right here, it might seem like
it's just the hair, but of course the hair has to be attached to
something, right? So if we look for just a firm, let's call this crew leather. You've gotta find that
when they kill an animal, let's look for a ship. For. There we go. So when they sometimes
they kill the animals, sometimes they just
trim it, right? But you're usually going to have this sort of hopefully I'm not hurting anyone says
sensitivities, I apologize. But you will have
this layer of skin. And there we go. And on top of this layer
of the skin is where all of the wool or the learner, all of the fur is attached
to something like this. Okay, let me look for
like old for you, look for all four you're
going to see for like carpet. Can be some animals
here. There we go. So this is like close to what
I was trying to show you. Look at this. This is how the firm
gets like a no, that's not the first sorry. But yeah, like you usually will have this sort of like layer. And on top of this
layer is where the hair is going
to be moving from. Now this is extremely important for us due to the
reading process, because the hair will
be or needs to be attached to a
geometry that's going to be attached to a skin cluster so that when you move the character differ
most with everything else. Now in the original character, and you can see it on
this other screen, 1 s. We go. So in the original character, we have three main for patches. We have, there we go. We have one patch right
here, one petri here. Well I should for punches a
little better right there. And this big patch right here, this patches down here, I'm actually not
that worried about because we can attach
differ then have like given that a little
bit of a fade coming from this big scraps of leather
that we have right here. And even this one, we could attach it to the
built-in, that's fine. It's going to move
with everything else. And since there's
our independent, if you want to call
it that sections because they're gonna be
ripped apart from the body. We should be able
to get a very nice, very nice thing working there. But this guy right here, we don't have that. We don't have any
leather thing or anything over here
that we could use. So there's a couple of ways
in which we could do it. We could of course, go
here inside of Maya and just create a very quick mask. And I actually think
that's the best option, so let's just do it real quick. I'm gonna, I'm gonna
clone this whole torso. So we're working on a clone and we're gonna go down a couple
of other visual levels. We don't need all
of this geometry. And I'm going to
very quickly create what the leather patch or
letter for it's gonna go. It's gonna be let me changed my screens
as I've mentioned. Then, there we go.
Now, this is my side, the way God like one screen
beneath the other one. So this is where we're going
to have the leather scrap. And since this is going
to be heavily obscured by the skull and all
of the other elements. I don't want to make
the border extremely irregular because
it's just going to make things a lot
harder for everyone, for the rigor, for the animator, for us as artists. It's just going to make it
really, really difficult. So I'm going to keep a very, very simple soft profile
going around this. And this is the pieces where the whole leather is gonna be
it's gonna be attached to. So as you can see, I'm
trying to keep things. As clean as possible. Just a big patch of
leather that's going to be covering this section of
the care that we call. So now we're gonna
go to Geometry. We're gonna go,
sorry, two sub tool. We're going to extract
with zero thickness. We've done this before,
extract and hit Accept. That's isolated. This guy
right here, there we go. I actually liked this
border like slightly, we can call it slightly
asymmetrical and stuff. Let's go to Syria,
measure and see Ramesh this like assays. We don't care about
all the details on all of the topologies and stuff. We're just gonna go straight to the, the big thing right here. There we go. And I definitely want
to decrease this. We were not going to
have to smooth this, but that's why I want
to get it as close as possible to the
final resolutions. So something like this, I think works fine. Now that's a little
bit too much. There we go, something
like this where it looks or works a
little bit better. Now, there's a couple
of vertices there that I would definitely
want to change. And I will definitely
want to have like a, like a border to be honest. Let's clean this up a little
bit right here. Here we go. Let's export this thing. I'm going to say export. We're going to export
to our Readtopia mesh meshes an FBX. And let's call this
shoulder for leather. And let's go back to Maya. We go I'm going to say File Import and we're going
to import, of course, our shoulder for
leather. What is it? Did not export. Just export it. So File Import Assets, topo, shoulder from there we go. It's probably going
to be down here. Yeah. So remember we
have a magic number. If we still have a
say, but yet still saved on their clipboard. There we go. So as you can see, that
shouldn't be more than enough. It allows us to also attach to the bell so it makes for
a better connection. It makes sense that the belts are going all the way there. I'm just going to literally
Control E to extrude this and give this a
little bit of a height. So distinct pushes up a
little bit and we create this sort of like leather
effect that we're going for. Let's isolate this real
quick and fix some issues. Actually before we do
that thing right there. There we go. Let's fix the topology. So mainly, I'm a little bit concerned about all of this
like triangles and stuff. You can see that that's a bad topology,
that's bad topology. Scab these two guys, we use merge the center. For this Mercy Center. We have a clean border or as
cleans have water as we can, should be more than
enough we can. I'm tempted to
combine those now. I don't love that to be honest, So yeah, not too worried
about these pieces. Yes, it's going to deform, but relatively easy
piece to the form. So Control E. And we're just
going to give this a little bit of thickness. Something like that works
works fine, I guess. And what we can do here is
thanks to that extrusion, now we should be able to
select the whole border, especially the outer border. I definitely do want a bevel it just to round it
off a little bit. Let's assign the material. And what we get this, this, this sort of like a leather patch that we have right here. We can definitely help the
overlaps here a little bit. So that's not creating
some weird effects. But we're going to
have to texture as traditional leather as
normal, whether the belt, of course, we're going
to have to select it, push it up a little bit. So it's on top of that thing. Can not too worried about
the final connection there, but just, just said
it makes sense. We might add in texturing some
small little rivets there to make it seem like it's like stapled or something
to the shoulder thing. But yeah, this again
is gonna be super important because
this is where the firm is going to be attached. And if at any point they
need to do a change, that change is going to happen
here, not under character. You definitely don't
want to attach to the hair to the
character because that will like causal model for a lot of different issues. That yeah, that's,
that's pretty much it. Yes. We're going to see a little bit before coming here
from the mouth. That's perfectly normal. There's also going to be
the smoke eventually. So as you can see, this is looking
pretty, pretty good. In the next video, I'm just
gonna do the necklace. I think that's the
final one that we would definitely
need to talk about. And after we're done
with the necklace, I know that there's a couple
of bits and pieces here. I need to re-import the buckles. I need to read topologies, this little square pieces here. Again, I'm going to do that
off camera just to say, but get you guys a
little bit of time. The last big one, it's on the on the character. I think it's like
the rope, right? Some of you guys might be
wondering about the rope. You got this row right here. I hope this one we can
recover, can we? Yes. Okay, That's great. So that one that one
was a tricky one. So the good thing is that
we can recover that one. So again, just export
that one and that's fine. All of these pieces just extra, I'm just going to export
them and simplify them. And the last big one is gonna
be this guy right here. I am going to do it in camera. But just to let you guys know, this is just a simple
curve that we're going to extrude along
because the UVs that we get from the sweep
mesh are already cleaned to insert a
rope texture later on. So yeah, that's it. I think after that
we're pretty much done. I still need to
bring the bandages here on the folder and the feet. But we're really
close to finishing this chapter and thankfully, the whole topology process
here for the character. So that's it for
this video, guys. I'll see you back on
the next one. Bye bye.
46. Extra Props Modelling: Hey guys, welcome to the
next part of the series. Today we're going to take a
look at some extra prompts that I actually found that if we definitely need to cover, because there's a specific thing that's gonna happen
with this prompts. And I wanted to
make sure that we are all on the same page. So the prompts that I'm talking
about are the key chains, the belt rope key chains
that we have right here. This guys, I've just exported
the low poly versions. You can see we get the other
ones which were decimated, the ones who this
guy is right here. Okay, we don't need. And so this guy is right here. So this bells that
we have right here, they're going to be on top of the rope that we have
on our character. We can actually turn
onto rope and I'll show you how to model
the robe real quickly. But first we need to
bring this guy up. Again, copy the magic number. There we go. We've been using
so far and there we go. So let's bring into
rope or actually no, we don't even need the
rope to be honest. Because what we need is
we just need a curve that follows along
this line right here. So we're gonna go to
my front view and we already have the channels through which the rope
is going to be going. So we just go
create Curve Tools, EP Curve, start
right around here. A couple of clicks. We follow
that section right there. There we go. Of course, we're going to have to
move the rope forward. Let's center the pivot point. There we go. I'm going to position
the points at the border of the belt right around there. Then if we isolate, we can go into the
control vertices. And in a very similar
fashion to how we would do this with a
traditional polygons. We can use soft selection, for instance, just like
move these things forward. Let's start with this
one right here and just have it like a really
big self-selection. There we go. So we
need to move it. So it goes, of course, through the loops that
we have right there. This guys move them
through there as well. And we can reduce the
intensity a little bit here, just to clean it
up a little bit, make sure it looks like
it tracks onto the floor, onto the top of the character. This one right here.
Good, Right here. Definitely make the
influence smaller. Bring it in again. Push this in. We go up a bar. Yeah, that's pretty much it. This case, of course
we push them back. I think anybody want to like move or control this thing a little bit better, we
can just move it now. This guy, we're just gonna
do a basic sweep mesh, as you can see right here. We're going to play
with the scale. Scale of like 15, too much, 12, a little bit too much. Let's try ten. Then it looks a
little bit better. That's quite nice. I am going to optimize this one. Let's turn on our display and show that we're
actually not optimized. We're seeing that reduce
the amount here to keep it easy level to follow. There we go. Now
you can see that it looks okay, but not
perfect, right? So here's a very cool thing. The curve that we
already have right here. If we go to the
control vertices, you can actually keep on
modifying the controlled Brazil. And as long as you don't
delete the history of the geometry that
you are modifying, you're gonna be able
to move this around. And the geometry
is going to adapt itself to the new,
the new effects. So as you can see right here, can play around with
some of these points. Make it seem like it's going the closer through the places that we want it to
go. There we go. Yeah. Again, here might
want to just like straighten this up a little bit and hide it underneath the belt. That's pretty much it. The great thing
about this one is the UVs are already done
for perfectly straight. So if we just add a very basic rope
texture to this thing, it's going to work
perfectly, perfectly fine. So yeah, that's that's
pretty much it. Yeah. Now, we're gonna go on
to the disguise right here. This is one of the important ones that
I want to talk about. So when we are talking
about this row details where it's a very basic
geometry, very basic thing. The best thing we can
do is actually simple. We don't need both of them. We can only need to bake one of these guys
and then we're going to duplicate it as many
times as we want or as we need to get the
desire effect, right? So let's get rid
of self-selection. They're not real rotate this, it's going to
be your front view. I'm just trying to line
this up a little bit nicer. It seems like it's a
little bit offset it, which I don't like to be honest, and neither do I like
this thing right here. And to be completely, completely honest, I'm also going to delete this
guy right here. Why? Because they're
really happy in regards to topology.
This is perfect. This is perfectly
fine. So on top of this or with this
guy and this guy, of course, we're going
to rebuild what we had. We had worse, a very
basic cylinder. Let's bring this up right. There. Was a very
basic cylinder. I think 20 sides is fine, but if you want to optimize
this a little bit more, for such a small thing, maybe even 12 sites is gonna
be perfectly fine. Let's do it 90 degrees of rotation right there.
Go to the front view. And I'm going to snap
this to the center of this guy right there.
Make it smaller. And let's push it back down. Make it a little bit
bigger, smaller. So this is like the
thing that's going to be holding the element, right? Then there's gonna be another one very similar to this one. And I'm actually not
going to follow this. I'm going to keep it
in a size that makes sense that if we move
it here, it will fit. So as you can see, something like about their
work perfectly fine. Bring this back to 90 degrees. There we go. And we'll just bring
this down right there. This guy is just bring
them down a little bit. So you can imagine that
thing is gonna be hanging there with the proper movement, of course were the
proper rotation. And then this guys are
gonna be connected by another single like metal bit. So we return this to zero. We make this smaller. And that's going to be
like the little metal link or whatever you wanna call it. Always make sure that we're
not hiding as much the faces because that's going to steal some texture space and
we don't want that. So there we go. So this right here, this is going to be
our little key chain and we only need one. And I do recommend moving it to the side very similar
to how we have the x. We can even move it.
I'm going to keep it in between the x
and the character. So right around there. And now every time I
need one of these guys, I'm going to use the textures that are
gonna be repeatable. Of course we're going
to have two textures, one on one side than the
other on the other side. And that should be
more than enough to optimize this and repeat this guy as many
times as we need. I believe we have two of
them hanging from ropes. And then on this
side right here, we have a separate
type of element. Let me show you here real quick, which has this bell
strap key chain. So again, I'm going
to import and we're gonna get to decimate the ones. Let's just delete that. Import. And down here, up, isolate. And it's gonna be
very similar process that we don't need. And we're going to have
this guys right here now. They're not perfectly
symmetrical. And the first thing
I'm seeing right here, It's really much like
the same thing we already have with
the only difference is that they do not have the, the chain right here. So easiest thing to
do, just looked, just duplicate this, make
them a little bit bigger. I do believe there
will be a little bit shorter like this, and delete this guy right here. Now I did not export and
I should have exported this things we're supposed to be connected with a little cube. Let me show you here. Do I have ZBrush now I close servers. But if you remember,
there was like a little something that
hold these guys together. So let's just rebuild it real quick and then create a cube. Move it to there. Do something like this. It'd be that the flat cube
that we're going to be using, we probably do need a little bit more height on this guys. So right around there. Normally I do like to give at least a little
bit of a babble, so something like that,
It's perfectly fine. And I do remember that
on the original concept. The original concept, we did have something there
like a little sphere. So again, we'll just
create these fear. Snap it to the center there. Rotate this 90 degrees, change the sizes to 12th. It's not as big. And we're going to delete
half of the sphere. And we're just going to
leave this guy right here. Like so. That's gonna give us, again, I know it's a little
bit of extra polygons. I might even delete
some of this guy's like that just so we can
capture something there. And that's going to be, we'll call it small
chain and big chain. Those are gonna be the two
types of change that we can pretty much place on any point we
wanted the character, we want to place
one of these chains like back here on the bells, are like attach one to the, to the skirt just
because we can do it because it's a little
extra attachment. And I loved this process. I saw this process
several years ago for they were showing something
for Dragon Age Origins. And the characters
that they were showing follow this
same electric call, this the superhero toy process. So if you guys are
fans of marble, marble cells, this
marble legends figures, so I have a couple of them. And when you buy
them there under package with all of the
accessories like this. And the reason why we do this, it's called an exploded view, is so that we can
facilitate the big. So I'm going to show you a
couple of techniques to get proper bakes once we
get into that chapter. But this is a perfect way to see how many pieces you
actually need to model. If it's a unique
piece that you cannot duplicate or just like a repeat, you definitely need to model it, such as all of these bells
and bandages and stuff. But if it's a piece is
going to be duplicated or if it's going to
have unique textures. We know that the
expenditure mirrored, but we might want have special texture here and
especially texture here. Then in that case you
do need to model them. But yeah, that's
pretty much it, guys. I think that's all the
details that we were missing. Some of these guys
right here, the rope, it's already there. And the last but not least, we need to do the necklace. So in the next, and I think
it's the final video, we're going to do the necklace. There's one more thing which are the hair beats that
we have right here. But I'm actually going to
leave those beats out until the very end when
we do the hair. Okay. So yeah, hang on tight and I'll see you
back on the next one. Bye bye.
47. Necklace Retopology: Hey guys, welcome to the
last part of this chapter. We're finally, we're finally done with the first
half of this course, which is that every topology, and I know it took us very long. But after all of this hard work, look at how nice our
character looks. We have a really, really
nice distribution. We are a little bit
below 150,000 triangles. Show that's great because
again, in AAA games, this is a normal name anomaly,
normal number nowadays. So again, we know
that if we need to, we could definitely avoid having this smoothing and subdivision that we did to a
lot of the pieces. Just have a way lower
subdivision for care. But I want to create this
amazing looking character is going to be perfectly fine. You can see that
my computer here, no issues whatsoever processing all of this and we can
bring this into unreal. And it's one that
worked perfectly, perfectly fine polygons
nowadays have repeated, and I've mentioned
this several times. They're no longer the
bottleneck textures are, at least at the time
of this recording. Now, the last piece that we
need to do, as you can see, where we have the
bandages on the feed, the bandages on the acts. We have vanished everywhere, the rope but the
little key chains, pretty much everything
is done except for the necklace that we have, this nucleus right
here, the main loop on top of the head
of the character. And then we have
this guy right here. For this guys is since it's
a very organic and again, it's not going to deform
traditional or just easy reach. Apologize here, it should
be more than enough. I'm going to try to bring
this down all the way down to 100 faces. Let's hit Apply. I know it's not gonna be
giving me 100 phase is going to give me a little
bit more. There we go. That's fair enough. Let's just zero this out. We of course need to turn
on the original belt again on the high that it hides it by default
when using that tool. And we select this
guy, light surface, we got this guy and we can do a mesh conformance to conform a little bit
better to the surface. As you can see, we get a
really nice object right there is going to catch
all of the effects and it should work
fairly, fairly nice. Let's turn off this so we can appreciate the low
poly, little bit better. There we go. Look at that. Sharp edges, sharp corners. That's what we want
for our element. And this guy right here, I was figuring like, should we do, Should we
try manually typology? Let's see, let's
see what we get. Because at the
end, they, this is just a very simple cylinder. I'm just going to try it, mesh and again reach, apologize. Give us a result of here. Not bad, actually, not bad. To be honest, I think we can get the you can make it better
by doing it ourselves. So let's bring this back. Jump on to live surface. So we already know
how this works. This is a very basic
traditional like cylinder. It's such a small piece that
it really doesn't matter. Like I'm definitely not
going to smooth this thing. I'm not even sure if it has a What's toward a symmetry line, to be honest, I think it does. Now it doesn't, as you can see, it's a slightly,
slightly skewed. So that's also gonna be a
little bit of an issue. She's just a little bit
of extra work here. The final the final extra
word or we're to have to do. And it's very common
for this small props to be low poly, very, very common. We're going to copy
the exact same number of faces on this side. This allows us to save some time by just bridging
from one side to the other. And then here we can expect
there to be some sort of flat area, flat surface. There we go. That's it. Hopefully you guys can already see how I'm gonna be managing
this specific shape. And I think it's a
good piece to be finishing our topology process. I think it's been like 10 h
of content at this point. And I know, I know it
tends to be quite, quite what's the word? Tedious. But hopefully guys, after, after all of this work, you have a really good
understanding of how to read, apologize, any kind of thing that you might get on your way. Topology tends to
be, I would say, quite easy once you understand the principles
and we've explored them profoundly
throughout the whole of this whole like
six chapters so far. So make sure you
don't forget about all of this and make
sure you do the work. I know it's tedious,
but you have to do it. It took me 10 h,
it might take you double that or triple
that amount of time. Some pieces are gonna be faster, some people are
going to be slower. It's part of the drill guys,
it's part of the drill. And again, that's why We get paid and nicely when we're
working in the studio, because this sort of
stuff takes time. You can't expect to have perfect topology with
just see remeasure. We saw that we saw the kinds
of results that we get there and we know that even
though they're, they're okay, they're not going to
give us the best, the best effects.
Let's just keep going. Just fill this in. Again. It's not an object
that's gonna be the forming. Usually this kind of objects
you don't skin to the body, you read them separately with a little extra bone
or some sort of like dynamic thing that allows them to move in the way
that you would intend. And there we go. So now we just go. There to there, and we're going
to bridge there to there. And we're going to bridge. That should capture most of the detail for the
necklace right there. Now finally, this
guy right here, we can try doing the same sort of thing
that we did before. But I'm gonna show
you a better way, which is we're gonna go create Curve Tools and we're going
to create NURBS primitives, and we're going to
create a circle. As you can imagine,
we're going to use the street mesh with the circle. But the cool thing
about the circle is that it's a, it's
a closed circle. So we can play around with
this guy and just make it seem like it's really like symmetrically falling
on the top of the neck. So it's going to start
from back there. I'm going to grab
the control vertex, this guy right here, press B to make this
a little bit bigger, bring this down,
bring it forward, and make the whole thing
go through the loop. This guys, I'm definitely, I'm going to get
rid of this thing. I'm just going to push
them forward a little bit. And you want to grab the
points and make it seem like the word the necklace is really like touching the
skin on top of the skin. If you know what I mean. One of them make it seem
like the skin is really like holding the
element here might even scale some of these
points a little bit. This guy is, for instance, we can scale them in
a little bit as well. That should give us a very
realistic looking like Nicholas effect
with a little bit. And we grabbed this
guy right here. We say, um, we just do a
sweep mesh skill profile. Not bad. I still think it's
a little bit vague, so let's grab the curve. Cool it down. Like this. Well, it's a little bit better on
the bottom side up here, I don't love it. It's going to isolate that. Let's go Control Vertex. Guy. There we go. Forward, bring it up out
of this two guys. Out. We want to make it seem
like it's like naturally hanging from the care. Might
look a little bit weird. And the main reason
why you might see this looks a little bit
weird because the beer and the hair really adds another level of detail
to the whole thing. But yeah, that's, we're
going to do that later. So let me just grab these two, this crystal because it out, this thing would just say
Mesh display soft edge. And there we go guys. Our character is a ready. We can even turn on
the ambient occlusion pass just to see a little
bit of extra shadow. Look at that. Beautiful. And I'm already visualising
you already saw it, right? You already saw the intro video, so you know how this
guy is going to add? Yeah, look at this. We are done. Chapter six is on my friends. This is where I'm going
to stop the video. And the next one
we're going to start with a cleanup video. We definitely need to clean everything up because
we're going to start preparing and
organizing everything for our baking process. So hang on tight and I'll see
you back on the next video. Bye bye.
48. LowPoly CleanUp: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with chapter seven, which is gonna be the cleanup, the bakes, the UVs, all of the things that
we need to prepare before we jump into texturing. Just gonna be a
great, great chapter. So by cleaning up, I mean, we have a mass up here, like all these
things right here. We definitely need to clean up everything because
it's getting a little bit difficult to understand
where things are at the proper
naming convention, everything like that. So what I'm gonna do first, I'm going to select
all by type and hit a geometry by doing Dad. What's going to happen is
we're going to select all of the geometry even
if your hidden, as you can see, even the hidden groups
are being selected. And we're going to
delete the history, delete by type history. That's very important
because now I'm going to start deleting certain things
that we don't need anymore. So for instance, this
curve right here, this curve right here,
this curve right here, which we used for the
creation of certain assets, we don't need anymore,
so we just delete them. And that ensures that
when we delete stuff, we're not losing whatever connection to
west to the object. Sometimes if you don't do that, then you delete the
original, original acid. Like to curve the
GAD January that mesh like the geometry
will get deleted as well. I'm going to move this necklace
down just a little bit. Actually, no, we can't do that because the hypotenuse there. So there we go. Now I'm going to select all of these
guys right here. Look at this reach,
apologize meshes. And I'm gonna hide this, you're gonna hide this folder. Then this is going
to give us all of these other measures
that we have not properly placed it what
they're supposed to be. So all of these guys,
I'm going to select, I'm going to press Shift P, very important shift P. What's
Shift P will do is it will bring every single thing of this elements out into
a different group. And then I'm going to
middle mouse and drag this into our rate
apologize meshes folder. Now, technically, we
shouldn't be seeing anything. As you can see here. We have a couple of things. So let's take a
look at what this are going to select these guys and okay,
that's a high poly. I'm going to grab this
piece is right here and bring them into the
high poly meshes. We don't need this
group anymore. We'd leave it. We have
these guys right here. Again, high Pauli's. Let's get them into
the high poly meshes. We don't need this
extra cameras and you can see all of this extra
groups, empty groups. We just delete it. We don't need them anymore. Last one that we have
is this guy right here, which seems to be the high poly meshes of the
ax, if I'm not mistaken. So I'm going to bring this
into the high Pauli matrices again. And there we go. We have more high
polish over here. Let's take a look at
what we have right here. It's nails, bandages, teeth, and some details up here. So all of these guys, again, we're just going to bring them
into the high polymerases. And there we go. So now technically this
should be like if we select all of these elements
right here, Let's H, HH. So we have everything like on, that's our full high poly
character right there. And over here we should have all of the elements
from our low polychaete, which looks good so far, Cool. Now, if you guys remember,
we mentioned this before. We're actually not going to be using this high poly meshes. And the reason we're not,
we're not going to be using this high-quality
measures is because we heavily decimated them
to get a what we needed. So we technically can
just delete this, but I'm going to do
something first. I'm gonna do a file
increment and save. And I'm just going to keep this. I think it's gonna be
topology main file.00 06. That's gonna be my final
tree topology mesh. I'm going to create a
new, I'm going to say File Save Scene As S. And this is going to
be called thyroiditis. Set to, set up a C. I'm
going to hit Save as. And this is where
we're going to be again, setting everything up. Now, I'm going to
delete this guy. The whole thing. The
hypotenuse is gone. It's totally, totally gone. But actually before
I do that though, because remember we
have this interesting or important number over here, which is the, the movement. You can save this
on another file. I've had some people
like just creating another group here
with the name of it. I personally am
going to go here, I'm going to create
a new locator. I'm going to call this locator information
scale translation. Then the only thing
I'm gonna do is I'm going to grab this
value right here. I'm going to go to this value
right here. There we go. And then this guy,
we can select all of these elements and
just lock selected. That way. We can't really delete it and
now we can delete this one. And if at any point I need
to recover that information, as you can see,
it's right there. So we should have this, this is our low poly mesh, all of the low poly meshes. And we can see how many
triangles we have, which is roughly the amount
that I was going for. A little bit over budget, but I think it's fine. We're gonna get a really,
really nice result. And as always, as we've
mentioned before, if at any point we need to
reduce something for a game, there are ways to do that, okay? We have this little
guys over here, which of course we're
gonna be using to generate or to duplicate them and place them where
they're supposed to be. Like we have three here
and two here. I think. We have this little
guys right here, which are just a low poly. We don't need anything
more complex than that. Same for disguise right here. That's a low quality. We
don't eating anything else. Yeah. Now, the next thing
we need to do is we need to make sure that we have
proper naming conventions. So as you can see, most of these things do have
a proper naming convention, like thyroid snails low
decimated all of this. So I'm just literally
going to go down the list. And when I find something that doesn't have the proper
naming convention, I'm just going to rename
it to clean this up. So that's gonna
be the ax handle. If we are using capital
letters and stuff, it's always important to try
to keep it as, as important. So we have ax, I'm going
to add another name here. I'm going to call this ax blade. Underscore low acts lower metal, low, ax handle low.
And then we have this. So this guy right here
is important because this guy is actually combining
a lot of different things. This is why we need to
do this clean up because originally we might've had like 75 or 74 different sub tools, but now we're going to
have several shops. Those are actually
going to be merged together to facilitate
the rigging process, such as this one right here. So this one is gonna be
thyroids legs. Hello. And what we're going
to have to do is we're going to have to get the pants, the bandages, the legs, the leather thing right
here, and the nails. And combined all of those
high Pauline measures into a single one so
that when we bake, we get a proper
banking information. Okay. So this is gonna be the legs, thyroid style, that's fine. We're just going to
add the underscore low poly surface six. What the **** is this? Okay? So we have this
thing right here. Again, here's where
we need to decide how we're going to
be baking things. Because we might
want the big things pretty much like together in a single asset and
we might want to make things as separate assets. In this particular case, I do think I want these two
guys together like this. So I'm going to combine them. I'm going to combine
these two guys. Delete the history
when we combine, bring them in again
to this section. We're going to call
this thyroid chest or let's call this a
belt low. Okay. That guy is the
what's the word is? The belt buckles. So again, we grab all of
those guys and we combined because we want this to
be a single element. Delete history, get this here, copy the name, paste it here. And we're going to
name this belt buckle, have tail key chains, which we don't need a
high polymorphisms, but I'm still going to do a low poly like
underscore right there. Got this sphere right here. Like all of these
guys right here, I will probably combine
them into a single object. Again, delete history so that we delete all of those transforms. And we're going to
call this skirt. Belt. Metal key chains
underscore low. This is the belt strap. That's fine. Again, we're going to
just say underscore low. Thyroid is bandages,
underscores three. Okay, we're going to
call this tyros bandages till bandages on their
score low, That's fine. Little low, low P cylinder
six. What the ****'s this? Okay, so we're pretty much going to grab the
same thing here. Okay, very important
thing there. I accidentally did a Control C Control V. I'm going
to cancel this. As you can see,
we've pretty much like, I know what happened. They would like kind
of like recover the old meshes. Let's
just leave those. There we go. I'm gonna grab this guy again. Today. I'm going to grab
this name right here. It's gonna be the
same thing, skirt, but I'm going to
call it instead of belt is going to
be called a rope. Metal key chains. The C-suite mesh,
that's sorrows, chest, belt, a underscore low. That's gonna be the
naming convention that I'm going to use. And then I'm going to copy
that and use this for chest. They'll be hello, bring this up. So we have things where
they're supposed to be. Crystal underscore low. They'll armor underscore low. Bandages. Let's give this acts top than
the just underscore low. There. We have a couple
of poly surfaces. These are thorough. Knee armor under low. Okay. This is again skirt. A low gonna go from
left to right. So there's gonna be a. And then this is going to be b. And this is gonna be seen. Now this does mean that we're probably going to have to rename a couple of things
on the hi Paula, write to him to match all
of this, but that's fine. Virus fit bandage is low. Acts lower. Bandage is low.
What's the sweep? Okay. It's the necklace.
I'm just going to grab the same name for the necklace. Instead of Nicholas
crystals It's necklace. Horse tail, bandage is low. That means that we have
to take advantages. So it's this guy and this guy. If that happens,
It's bring this up. Where is it? So these are gonna
be tilde bandages a entail bandages be, I personally like to use
letters instead of numbers. Some people like to use
like seriously or 1002. I find that a little bit
confusing sometimes, especially when you
have a lot of stuff. But it doesn't really matter
as long as the names match. This has to do
with the necklace. So it's necklace. Let's just call this metal. Metal low. That's gonna be spikes, which those spikes or should be attached to the tail armor. So I'm going to grab
the armor first and then the spikes
and then we combine. Technically, we should
inherit the same name. So it should still
be a tail armor. Bring it here and the
history. There we go. There we go. Now we have one more sweep. That's the rope. So thyroiditis, hip rope,
rope underscore low. And finally we have an extra, which is the first patch, right? So careful here with
the naming convention. I wrote it wrongly. There we go. This is gonna be
thyroid most shoulder. For patch. We might not have
a high because we were not gonna be like
projecting any detail. This is just gonna
be a placeholder for the whole thing that we're
gonna be using later on. So yeah, that's pretty
much it as you can see, we have what is it like, 30 or 40 different elements. But that's the whole
thing for a character. I don t think I'm
missing anything. I think we have pretty
much every single asset, but as soon as we bring in the hypothesis like
the proper hypotheses, we're gonna be seeing, uh, whether or not this
is going to work. So yeah, hang on tight and I'll see you
back on the next one. Bye bye.
49. Preparing High Polys: Hey guys, welcome back to
the next part of our series. Today we're going
to continue with the preparation of
the high polish. And this actually does involve a little bit of
tweaking and finessing. So unfortunately, when you're
working with characters, so high, so much detail, you are going to have
a lot of heavy files that at the end you can delete. But in my case, I'm gonna
do one more file right now. This file is almost a gigabyte, vague because of the
amount of polygons. We're almost 150 million
polygons for everything. So I'm going to save as, and as you can see, this
is the thyroid high poly. I'm going to call this
thyroid high poly optimized. And this is the one
that we're gonna be using for all of our Bakes. And the reason I'm calling this the optimized
version is first, we're gonna delete
a lot of stuff. We don't need a lot of sub tools that we have
right here because we're gonna be doing
other things, right? So let's start by doing that. Let's start all the way
on the bottom here. And let's start for
instance, with necklace. On the necklace we need
we don't need the courts. I'm just going to delete
that one right there. If we then go to
the chest bells, we also don't need this
checkbox right here. We rebuild them actually. Another think of it that we not do the buckles for
these guys right here. I think we might
have not done them, but we can just grab
this guy right here. The low policy, if
you guys remember. That's a really nice
low poly there. I also miss this
guys right here. So this is when you're
going to start noticing a couple of things that you might be missing here and there. That's fine. Again, we'll, I'll do this off camera
and just export this guy. And this guy is right
here for the belts. But yeah, so we deleted
that guy right there. We don't need this smoke. So we're just going
to delete the smoke. Well, oh my God. Don't worry. I'm going to load tool and
just grab this guy. Again. Be very careful when
you're doing this cleanup. That's why I save
another version. Because if I had done
this on the original one, as you might imagine,
that might've been quite, quite unfortunate. So let's open the folder. Let's go into the smoke. That's the one that
we're going to delete. So we delete the smoke. We're also going to
delete this firm. We don't need it. We're gonna go to this first
over here as well. Again, let's open the things
all the way down here. All of this Belfort, which
is going to delete it. We actually don't need the rope either because we're gonna
be read texturing it. We don't need those guys
before we rebuild them. Technically, we don't
need this guy is really clean so we're not
making anything. So I'm also going
to delete that. And all of this deletes
things that we're doing. It's going to allow us
to simplify things, things a lot simpler and just make things
so in general, easier. We don't need the beard. So all that beer,
it's gonna be gone. Gone. The eyebrows are gonna be gone. The mustache gone. Those little guys right there. I'm actually going
to keep them or not. We might not use them later on. I'll explain why. Let's go to the necklace
thinking this guy. We just delete that guy. Okay. And this belt right here,
we did rebuild them. So I'm also going
to delete them. Deleted the deleted,
everything else. That's really annoying,
but that's fine. We can recover the little
buckles from the other file. Because again, we're gonna
be using this for WX. So yeah, this little
guys right here, we've also done them before. So let's just go here. That's a shame that it goes that the software goes to all of the folder instead
of just going to the toilet you're selecting. But there we go. So this
should pretty much match what we have over here. Now for simplicity sake, I'm also going to delete this. This thing is right there
on the on the beard, will get them back from the
other file if you need to. And that's it. So we've managed to
reduce know a lot, but a little bit of the
process for our character. And this are the new hypotheses that we're gonna be
using for our elements. There might be a couple of
things that we might change. If you remember on the bandages, we change a couple things
on both sides right here, but we're going to get the basic resolution from all
of these pieces right here. So now that we have this, we need to do a decimation
process and we need to do a submission process
that does not remove as much detail as, uh, what, uh, we
lost when we were doing the theory topology. So thankfully, we do have a
couple of automated tools. They will take a
while, so I'm just gonna explain how it works. You're gonna have to do it
if we're following along or if it's just a file we're
going to be generating, then, then what you're
going to export it. So if we go to the
decimation master, we're going to not
use anything here. We don't need UVs, we
don't have any poly paint. We're just going to we don't
need to freeze borders because we don't have a
lot of hard surface stuff. And what we're gonna do is down here we're going
to press this button, not yet again, but
we're going to press this button that
says preprocess all. This will save a file to our computer and that you need to have space
on your computer, make sure you have enough space. And it's going to
pre-process all of the sub tools and
save them in a cache. Once we do that,
we're going to set this to ten per cent decimation. I think 10% is a good number. So if we take like for instance, the body, Here's an example. We're gonna go for 16.9
million to 1.6 min, which is still a
little bit high, but it should hold most
of the detail substance. Painter should be
able to process it. Maya should be able
to process it. Again, if we see
that it crashes, we'll, we'll just bring it down. But basically what I'm trying
to do is I'm trying to bring this 5.7 or 57 million polygons or points to a 10% at decimation process. But this will preprocess
each individual tools. So the cool thing is that
we're going to get a, what's the word like
an adaptable situation here where you might see more decimation and
certain objects and the lessor summation and other objects because
it's going to take each individual object. There's this change right here. Also going to delete dose. Be careful or be very
mindful of deleting all of the like very low
poly things that we need. Again, because we want to reduce everything
as much as possible. So yeah, now we're ready. I'm just going to
go see plug-in and I'm going to say
preprocessed coordinate. Once this is done again, it's going to take a
little bit of time and I need to make sure
that I'm explaining that things that I'm going to
do off camera so that you don't have to
wait 30 min here. This might take a while to preprocess, might take a while. You're going to see things
like flowing on this. I write here that the tools
are going to start doing it. And then we're going to bring the decimation
here, decimate all. Again, it's gonna
go through all of the sub tools and it's gonna
be decimating them properly. Once we have that, you're going to go back
here to the C plug-in. And if you remember, we
have this FBX Export input, you're just going to
export everything. So where it says here or
you can change this to all, he's just gonna
say Export All and every single sub tool
that we have right here should be exploited. It should keep mostly
the same structure. It should keep all of the
same names and stuff. And then inside of Maya,
once this is done, in the next video, we're
going to organize everything. We're going to start assigning
some materials as well. So yeah, that's the process. Again. One last time. Decimation, master
preprocessed, all, decimate, all tweet ten
per cent decimation. That's the number that
we're gonna be going for. And yeah, that's that's
pretty much it, guys. So yeah. Hang on tight and
I'll see you back on the next one. This is all done.
50. Understanding Bakes: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with a special chapter, especially video, which
is understanding bakes. I want to make sure
I know most of you already know how banks work. I know we've mentioned
them before, but I just wanted to explain a couple of extra things that we didn't really delve into when we were exploring in the
first couple of chapters. So here I have this sphere. I'm going to actually duplicate
this sphere. There we go. This is fear is going
to be my low poly. Let's imagine that
this is our local. It's a very simple sphere. I'm going to call
this sphere low. And then this guy
right here is gonna be my sphere underscore a high. Now one important
thing that we're gonna do here is I'm
going to grab this fear. Hi, and I'm going to again, like exemplify what
would normally happen. And we're going to smooth
this. We're going to say mesh. We're going to smooth
this once and twice. So it has a really, really
soft curvature to it. And we'll wanna do is we want to bake that curvature down into this fear that you
can see I have a lot of random shapes
all over the place. And I'm going to be
using this random shapes to explain a couple
of parameters that we need to take into account when working inside
of substance. The first thing is, I'm going to grab all of these
guys and I'm going to combine them into a single
one, the lid history, and then grab all of these guys, which are the cubes, combine them into a single one,
the little history. And finally, all of
these guys combine them into a single one
and delete history. So technically,
all of these guys are going to be part
of the sphere height. We're going to have one
single high poly mesh made out of multiple
meshes, right? So what I can do here
before we do that is I can actually assign
a different material to each one of these elements of the high poly so that we can create these
special kind of map, which is called an AD map. It's gonna be super,
super helpful. I'll, I'll show you why. First of all, I'm
going to assign a new material to
this guy and it's going to be a very basic one
just on Arnold Lambert one. And I'm going to try,
Let's do this breath. And then this guy, I'm going
to assign a new material, Maya Lambert and another color. I'm just going to sign
this yellow color. This guy assign new material. Maya Lambert, This one's
going to be green. And finally the high Pauli's
fear, that one right there, sign-in material, Maya Lambert, it also needs some material
is going to be blue. So now if I hide the
low poly spheres, this is my high Pauline,
as you can see, it has material information. Each specific section. This thing has
material information. And again, this is
going to be super, super helpful in just a second. So I'm gonna grab this
one and then all of these guys and combine
them into a single one, delete the history, and this
is gonna be my sphere high. As you can see, we
have this high poly and this is the low
poly. Now let's export. Now I don't need to
worry about the UVs, about this first sphere because it will say like
super basic sphere, I'm going to export
the selection. We're gonna go to our assets, of course, in our projects. So let's very quickly
set our project here. There we go. So instead of assets, I'm
going to create a new one called bakes demo. Here. Actually, let me go
back, set that one. So an asset's begs demo, we're going to have sphere. I'm not going to add
any extra number two, the basic sphere to the lowest term is going
to call this sphere. And then this one, I'm going
to export this as well. And this will have
a suffix which is gonna be high poly or whatever, you can call this one, whatever. The important thing
is the name of the geometry itself
inside of Maya. That's the important bit. So now we're gonna
go into substance 3D painter and you
guys are a little bit lucky because at the time of this recording lay literally in the middle of the
recording of this course, a new substance painter was
released, a new version, which is, I believe
up a version 8.3. And it has some amazing
things with the baking stuff. So I'm going to say File New. Let's do two k. That's fine. And we're gonna go toward
project real quick. There we go, textures, assets begs them on. We're going to
select our low poly hit Open, and that's it. We don't need them right now. I'm just gonna hit, okay? So it's just a sphere which has got the sphere inside of this. In older versions of
Substance Painter, you have to go to
texture sets, settings, and click this option
called big match maps. You can still do it, but there's also a new shortcut up here, which is the baking mode. So we're going to jump
into banking mode, and this is what we get. So as you can see, it's a preview of what's
going to happen. Now, the things here, if you've used substance
painter before, they're pretty much
the same thing. They're just like on
a different place. You can see here
that the settings, the map Baker's a texture
satellites or whatever. So first thing, I'm
going to change this to two k So we get a nice
resolution on our bakes. Here. We're going to tell
it that we want to use a high definition mesh. So I'm going to
select our highly finished and I hit Open. And this is the amazing thing about the new baker that you can actually see your high
poly mesh in real time. And you're gonna be
able to identify what the problem is,
which are bakes. So the first thing that
I'm noticing here, as you can see, it's
this blue and red color. So when you load
in this thing, a, an automatic cage
will be created, which is the projection catches. That is the distance that you're low poly mesh
is going to look for details in the high
polymerase to project into a map. You can see that
it's this sort of slightly transparent mesh
that we have right here. If I increase the max
frontal distance here, you can see that the
case increases and therefore we're able to
capture more detail. So this is gonna
be very important because it's going
to allow us to troubleshoot if we have issues with our
elements in this case, I definitely know that we
need to push the cage up so that we capture all of the detail from our
element right there. So by doing this a
max frontal distance, I know that I'm gonna
be able to capture all of the information
from our meshes. So this is now going to
be a successful bake. Now, a couple of things here. You do want to use this
thing called match. We are going to be
using this quite a bit and I'm gonna change
this by mesh name. So what this says is, Hey. We are going to be looking
for a geometry that has the underscore low
naming convention or the suffix and the
underscore high as well. And here you can
find it that, yes, it's finding the hyperbola
matching by name. It says yes, we have
the low poly meshes is fear low and sphere high. So again, very, very handed. This is new, the
baking log is new, so it's very handy
to know if you've accidentally wrote
something wrong. So if I have more elements,
it will tell me, Hey, you're missing either high
or low policy because we can find these specific
matching element. Now on the ID map, this is the important
part, as you can see here. I'm looking for the
material color. That's why we changed the color. And technically, if
everything that I've been explaining works the
way I expect this to work, we're gonna be able to bake. One of the cool things
about the big is that you can also, what's the worst. You can also see in real time, you can actually move the model to visualize how
things are looking. And there we go. So now if I returned to painting mode, you're going to see
that. There we go. We have the bait big. Of course we don't
have the silhouette because all of these things
are being projected into the, into a sphere, into a
flat sphere or not flat. But you know what I mean? Like we don't have
that diary topology going to all over the places. But you can see that we did, we did create this
ID map right here. I'm gonna go back to the baker. I'm going to show you
one more thing that's really important if I go to the Options here we have this thing called
the anti-aliasing. So anti-aliasing is this
thing inside the screens, since the screens are
made up of pixels. Fortunately, There we go. So the screens are
made up of pixels. So when you have a line that goes against the
order of the pixels, because we know the pixels go from top to bottom,
left to right. If you have a line
that goes like this, The, you're gonna
get a jagged edge. So anti-aliasing, what
it does is it blurs a little bit the edge
of those elements so that you get a softer effect. And it applies to
this thing as well. Because when we
have our textures, let me go to painter mouth. Like this is a map at
the end of the day. So for instance, this
line of that crisp lines, super clean, super nice
and same for this one. But this one right here, look
how ugly this anti-aliasing looks because it's trying to capture the curvature of this, like tourists, but it
doesn't have enough, enough anti-aliasing
to really fix it, so it's doing its best, but it's not really working. So if we go here
and we change the anti-aliasing to
something like four, or I'm gonna go a
little bit crazy. Let's go 16 and we do
bake selected geometries. This will soften up a little
bit of those elements and it will give us a
better baking result for all of the maps. I'm really impressed
by this new edition or this new thing about
a substance because it does have a lot of
really cool stuff. Look at that. A lot of software still
a little bit there. You can even go 64 if you want. It's definitely going to take
a little bit longer, but, um, but this will work. So as
you can see, look at this. We were able, thanks
to the fact that we could adjust the
what's the word, the textures and the cage. We're now able to get
this very nice bake. Now, some of you might be
wondering, okay, yeah, this looks good and
it's just a normal bank we did before with the skull. But how is the, why is the ID map important? Well, imagine I tell you, Hey, I want this sphere to
be made out of gold. Okay? So I'm just going
to use this like a gold pure thing. There we go. So that looks good. Let's just gold. And then I'm like, okay, but
what I want the circles to be made out of aluminum. So you would probably add
an aluminum material. Right-click, add the black mask, and you will then
paint the spheres. In this case, it's relatively
easy to paint the circle, but you can see already there, I stepped out of the boundaries of the sphere and we're getting something that looks
a little bit weird. So how can we fix that? How can we make sure to
select only the spheres? Well, that's where the id
map concentrate into place. And for the character, you know, what do we have stitches? We have all of the folds, we have robes, we have belts, we have key chains,
we have advantages, are so many things that are
interacting with each other. And if we had to manually mask all of those things
when working with it, it will be just a nightmare. So in order to avoid that, we can just right-click and add this thing called
a color selection. It's a color selection mask. And as you can
see, it's sampling the ID mask, can pick a color. It's going to turn
this on so that we can see them having me
I couldn't be like, Okay, I just wanted
to red colors. There we go. Now, all of these fears are
painted with the material, in this case the aluminum pure, and I don't need to
manually paint anything. So this color selection is
going to be a key factor for the speed that
we're gonna be developing for a texturing,
I'm gonna do another one. Let's use this
gigantic trunk thing. Let's say I want to, I want
to paint this fear and this fear is gonna be made
up this trunk material. Again, right-click,
add a black mask. We go right here, right-click, we add a color selection, pick a color down here, and then we'll just
select the blue color. There we go. So yeah, that's how we are going to be doing
the whole thing. Oh my God, I'm just
realizing that for some reason the mouse is
not showing what the ****. I'm going to fix that. I don't know why the mouse
is not showing or if it's just me on the video. So anyway, so this
is how it works. This is how the id column works. Again, it's down here on
the, on the lower section. I'm just going to
be using this pick colors to select
which one I want. One last time, I'm
going to grab this, Let's grab this
plastic cable thing. I'm going to have it here.
Right-click, add black mask, right-click on the
layer or on the mask. And I'm going to say
add a color selection. And with pink color, I
can select now the cubes. And as you can see now
the kids have been filled and we can do
whatever we want with this. We can, for instance,
moved the tiling over here, down here, we can add more divisions
on the tiling material, and yes, there will be. And this is a little bit more obvious when the
materials are germ blending together are
metal and non-metal. So there will be a little
bit of a phone line. It can be like slightly fixed by going here to the
color selection and you can play a little
bit with the tolerance. But if you go a little bit
too much with the tolerance, you are going to start
fading into other things. So be careful with that. But this is one of the
unfortunate things about the color ID map, that there will be
a specific mask that you're gonna be following. But as you can see,
super, super handy. So we're gonna be using
all of these things for our baking purposes
or for baking purposes, we're going to be assigning
specific materials. We're gonna be like
creating a specific groups. We're going to create
texture sets as well, like right now this is
only one single material, one single texture
for our character. We're going to have
multiple of them. So, yeah, hang on tight and get ready because things
are going to get fun. I'll see you back
on the next video. Bye bye.
51. UV Process: Hi guys. Welcome back to the next
part of our series. Today we're going to start and continue with all of these
baking and UV process. And I want to start with the x because I feel like
this is a good way to explain the whole
process that we're gonna be doing with hypotenuse
low policy and everything. So the first thing I notice is that there's a
couple of pieces here like this guy right
here that actually don't have the proper material. But when they hit
right-click and I tried to assign the existing
material, look at that. This is just like a stupid
amount of materials. So I'm going to assign a
new material to everything, just a basic Lambert material. Then I'm going to go
to the Hypershade. And since this is
the only material that's been applied
to something, I can say edit, delete unused nodes
and it should delete everything except for that
Lambert, which is fine. We can leave that
lumbar two for now. Now. We do need to think about
how we're going to be organizing all of our acids
right into different groups. So for instance, we mentioned earlier that all of
the shoulder thing, the T is like all
of these guys are probably going to be
their own little prop. And then the body of course, is going to be its own
problem with the horns, the teeth, and stuff like that. The eyes are going to
have their own material. We're probably
gonna have one more material for the skirt and one final material for
the element right here. Now on your project files, if I'm not mistaken, give me just 1 s here.
No, we didn't have it. So on the source images file
on your, on your folder, I am going to add a very special texture that
I got a couple of weeks ago. This is actually, I don't
remember the exact site. I'm sure you can Google it
and it's a custom UB checker. So this is what we're gonna
be using to visualize whether or not we have the
proper UVs in our element. This are very common
maps so that we know whether our UVs
are standing straight, whether they are they have proper texts or resolution
and all that stuff. So what I'm gonna do here
is I'm going to assign, I'm going to start with the UVs first and then
we're going to use, we're going to use
the UV material. So let's start with
the x right here. I'm going to isolate
the UV process that we're going to
follow is very simple. We select all of the objects. We go UV and we delete the UVs. Then we select all
the objects again. And we're gonna do a UV camera based projection like this. Let me just make sure
that the mouse is there. There we go. So once we do that, as, as you can see, if we go into the UV editor
is that we have some UVs. They might not be perfect
UVs, but there are UVs. Now we're going to select
each specific part. Let's start with the
blade and we need to define where to cut this. And we've mentioned this before. There's unthought of
different ways to do it. But usually you want to go
through an edge or through an area that's EC2 separate. Now, this guy right
here, for instance, has phases on the
inside or do we need those are actual node
doesn't have faces, perfect. So if you don't need faces, It's important that you delete them because
they're going to occupy extra resolution
and we want to avoid that. So I'm going to
select the object. I'm going to say uv 3D
cut and sew UV tool. If at the same time you
have UV editor open, there is a special
thing that you can do here which is turned on. This thing, which is
gonna give you colors. And this guy right
here will show you which elements are
different islands. And as you can see, we have
an island like right there on the little spike and everything
else is not an island. So I'm going to divide the cylinder from the
rest of the honest. I'm just going to
double-click on this edge and you're going
to see it change color, telling me hate to say new
island, which has perfect, do the same thing here and here. Right here, and that
should be another island. So this part right
here is going to be made out of four main islands. Now this cylinder right here, I'm going to cut the cap and the lower cap like
this one right here. And I'm going to follow again, usually a hidden line or
as hidden as possible. So we can cut that in half. So that thing, this
piece right here, shouldn't fold properly now, the same as the spike. Now the spike, we can help it to unfold a
little bit better, but just again,
cutting the cap and cutting one line through it.
Don't worry about the seam. I'll show you some
techniques instead of substance so that
we can hide that. And as you can see,
I'm trying to align the seam right there just to make it easier on this
blue thing right here. We also want to
divide it in half, so we have a central
line right there. And same thing on
this guy right here, which pretty much went
all the way for this one. There we go. So this is why the rate of biology
processes so important. Imagine if we didn't have
a proper topology process, generating this cuts right
here would be really, really difficult if it's
the C ring mesh thing with a lot of spirals
and stuff like that. It will be very,
very complicated, but doing it like
this, pretty easy. Just grab this thing,
control you to unfold. That's the basic
unfold function. And as you can see,
everything should be unfolding in a very nice way. Both elements right there, the spike, all of the
cabs, blade and blade. Perfect. We're still going to do some clean up on this
guys right here. But the unfolded
work perfectly fine. Very common mistake
is that people forget to activate
the unfold tool, the unfolded funnelled
here and modify. And then down here on Fall
Control U again is the option. You need to make sure that
unfold 3D is turned on. If you don't have
unfold 3D turned on, you're not going to
get a good result. To turn this on,
you're gonna go to windows, settings
and preferences. Plug-in manager. Just typing on fault. And you should find them
full 3D right there. Cool. So that's the first piece. The second piece is super easy. This guy right here, just UV. The cut, Let's cut a
little cap right here. As you can see, it's not the circular
cap, but that's fine. Still a cap. So we'll just cut
the cap right there. And there should be like
small little cap down here. There we go. Then we're
going to describe any line that goes
through it like that. We go to the UV, UV editor. So like the UV shell
and again, control you. Perfect. Sorry about that. That's perfectly fine. We select this guy right here. Let's go now to the bandages. Bandages are a
little bit trickier. The problem with advantages
is that they are very simple. Not simple, but they're
cylinders, right? So we need to do a cut on the inside and then a cut
along the surface like so, I'm going to say uv 3D cut. We're gonna do this
guy right there. Uv 3D cut, this guy right there. And one on the second insight. And again, if we want to keep things as clean as possible, we probably want
to select all of the central lines like this, which are the ones that
are usually going to be a little bit more hidden. Again, see how easy
it is to discuss, because we have proper topology. If we didn't have
proper topology, it will take quite a long time. Over here, select
everything, control you. There we go. Super straight lines everywhere. We need to again, find
the proper position. Don't worry. We'll do that in just a second. So now we're gonna go
to the lower ones. Same deal. So uv 3D cut, we cut in the center on the backside or on the insights so that we don't see the line. It doesn't have to
be perfectly on the middle since it's
gonna be hidden anyway. And then we should
find our tried to find some sort of like
central line here. Trying to find one that matches with all of
them. There we go. We go UV editor and
we unfold everything. Look at that super
straight lines. That uv is going to work
perfectly, perfectly fine. Finally, this space right
here, it's just a cylinder. So the cylinder trick for
cylinders is we cut the cap, we cut the other cap, and then one line
across like this. And that way we're going to have a cylindrical shape and
two caps right there. Perfect, Cool. So now that we have all of the UVs properly laid
out and prepared, we need to give this guy, I'm gonna give this
guy a new material. It's gonna be Lambert
and I'm going to change the name
of this material to UB checker because it's the material that we're going
to use to check the UV. I like to use the m
flag right there. And under color, we're going
to introduce a color here. And we're going to use our
custom UV checker right here. If I press number six now,
you're going to see this. And this is where we start
getting some errors and where we need to start really seeing, are making sure that everything is exactly as it's
supposed to be. So what we can see here is that not every single piece of x has the exact same resolution. They have different resolutions. And we want to
make sure that all of them have the
exact resolution. Otherwise, certain parts of the elements are going to
look at really high poly are really high-quality
and some of them are going to look
really low quality. So I'm going to grab
all of the objects. I'm gonna go to UV, UV editor. Make sure to now freeze
transformations you haven't phrased in the frozen
transformation is because the scale
should be set to one. We select all of the lines here. And I'm going to say modify, unfold again or modify it. I'm going to go to
the layout option. There's a couple of
options that we're going to select
here in the layout. First of all,
packing resolution, we want this to 56 is
fine, one is fine. Like for the first pass,
this is perfectly fine. I'm going to reset
this actually. So let's read it. There we go. We do want to do this
shell pre scaling. We want to preserve
the 3D ratios. So this should scale the
shells for the islands of the UVs so that they
match the 3D object. The method we're
going to be using for this axis or four K
maps can be quite big. It's going to look
amazing. So we're going to see for K map, I do want to have a
little bit of space, a space from each
shell at eight pixels. And I want at least eight
pixels from the border as well, so we don't contaminate
any other tile. And if I hit Apply, this is where we're gonna get. Now, this is not bad, as
you can see right here. It's not bad at all. But there's a
couple of features. First of all, well, the
resolution is perfect. You can see that everything has the same resolution,
so that's great. But the problem is that
all of the islands of this thing are pretty
much all over the place. So imagine we wanted to apply a specific texture
to the advantages. Like a normal bandage texture,
like a cloth texture. The texture is going
to be going into all of these different sites. In item one that I usually
are usually should want to have all the things align either left to right
or top to bottom. So I'm going to select all
of my UV shells again, go to modify, go to layout. And I'm going to
change one option here on the shelled prey rotation. I'm going to try to keep
everything vertical because I want to have the grain of
the wood vertical as well. You can keep it
horizontal as well. It doesn't really
matter, but I wanted to keep it vertical for now. I'm going to hit apply. As you can see
now, look at this. Isn't this way better? Like now, every single mesh, every single element has been aligned and has been
rotated so that it follows this vertical,
vertical flow. So not only is the blade
on the proper size, we can see the letters there. This one isn't a proper side. But for instance,
at the handle of the axis not done
the proper side because we can see
there under letters, it's actually
rotated. No big deal. Again, we can just grab
the whole thing like that. Just grab the whole thing. Grab this guy right
here and we can rotate this 90 degrees. If you want to be precise, you can go to Transform. Set the pivot point
to the center, and then there's a
rotation option over here. There we go, where
we can rotate this. Now as you can see,
we're going to need a little bit more space. So I'm just going to
grab everything, just scale things down a little bit because I think they were
going out of the frame. And then very important,
we don't want any Ireland to be
touching other islands. And we don't want any Allen to be going outside of the border. So if you need to manually move a couple of things around, make sure to do it. This to me seems
fine. There we go. And the energy can
see where you are utilizing most of the stuff
now, for some reason, these guys right here, which are I select this something
that we didn't have to. My bad, I was selecting the
key chase, There we go. So if we take a look
at this, there we go. We have a really, really nice UV setup laid out for
the whole thing. And this is ready to be baked. Now, some of you might be like, Well, we have some
empty space right here. Shouldn't we use that
for something else? And the answer is yes. If we need to, we could use this space to
add another things like, for instance, we could add
this key change right here. I don't think that might be
a bad idea to be honest, but I'm gonna keep it
like this just for now. Later on, if we need to do some movements before the
final bakes will do it. But yes, usually you want to use as much space as possible. Some people follow this sort of thought where they're
like, well, if we have space, why not scale everything
just a little bit, maybe not the handle because it won't fit, but everything else. Can we scale it up a bill? Yes. But that's going to change
the texts or resolution. And what's going to happen
with the texture resolution is now you're not going to have the same sort of like a definition on all of
the parts of the mesh. Sometimes that's
not a bad thing, but just be careful
when doing that, when modifying things
so they're not uniform. Now one thing I do want to
check is I want to know what's the texture
resolution right now. Like if I were to get a fork a texture with this
specific UV setup, how many pixels per unit would I get that
textual density? This is a very
interesting concept and it's important because
we usually want everything on our games to have a very similar textual
desk resolution. So if this is for K map and then he'd get here, I'm
going to say, okay, you're getting a 3.1 textual
density for the whole thing. So that's gonna be like
my base number when I'm doing the texture resolutions for the character
and everything else. This is a number that I
want to go for because that's roughly the amount of taxes that we're
going to have. Some people say that
you need to have like 20 tax or resolution. But to get 20
textual resolution, we will need to
have either really, really, really, really
big UVs like this. That's even getting that
It's not even close enough. But it varies. It varies on how much a resolution
for a weapon like this, I would say three
is perfectly fine. So that means we're going
to have three pixels per each centimeter of dx
or surface of the x. Now, the ECS is ready
the low poly Israeli, so we no longer need
the UV checker. We now need to prepare
this with the maps, the id maps that we're
we're talking about. So I'm going to assign
an existing material. I'm going to assign
Lambert two, which is gonna be like my base material. And we're going to
create a new materials that are going to
hold the color. Let's just saw on
the last video, as you saw, we're going to hold the colors so that we can
bake it into an ID map. So I'm going to
select the bandages, I'm going to assign
a new material. Let's do an Maya Lambert and this is gonna
be called M wrath. And on the color it's
going to be red. And then the metal bits assign new material, Maya Lambert. And this is going
to be m, yellow. And this is gonna be
of course, the yellow. Now, this bit right
here, also metal. So we assign the same
yellow material. These guys are also read, so we assign the red material. And you usually want to
go through the RGB first. Sometimes you might need way
more colors and that's fine. But this process works
better if you keep the colors as
minimum as possible. So it's gonna be green. It's going to be m. Underscore. Great. But they just made a terrible mistake because this is not the acid that
should have this colors. You guys remember that? This guy should have let
just a very basic material. I'm actually going to assign
a new material to this one. And I'm going to call
this again Maya Lambert. This is going to be
called M thyroiditis x. That's going to be the
name of the material. Okay. Very important because
that name is also going to be inherited in
substance painter. Let's bring in the high poly. So if we go here to assets, those high poly optimized,
that's the one. This is the one. It's the heavy. It's really heavy. What's the word? Hi poly mesh? Remember it was like 1 gb beggar and
stuff like that. It was really, really big, but I'm going to bring
it in and we're gonna be exploiting things in pieces. Let's see, Let's hopefully
we can get the scene. Usually again, my Edison struggled without
millions of polygons, but it can get heavy if your
computer is having issues. If that happens to you,
just go back to ZBrush and export things in pieces
like just the X bits, just a chest, just a
belt, stuff like that. I'm going to wait for
this to load in guys. In the next video, we're gonna, we're gonna do the debates. We're gonna do a quick
big test with this guy. We're going to
prepare everything. So hang on tight and I'll see
you back on the next one. Bye bye.
52. High Poly Materials: Hey guys, welcome back to
our next part of our series. Today we're going
to continue with the high poly materials and just imported
this guy right here, as you can see, it's a bunch of elements
right here. That's fine. Just going to Control G to grab them all into
a single group, which is gonna be our
actual hypothesis or the hypotheses that we're
gonna be using for debates. And let me isolate them real
quick and very carefully. I'm going to select all of
these guys and just hit H to hide them so that we
only have the ax vessel. This should make it a
little bit easier for me. I'm also going to turn
off my ambient occlusion. If you guys remember, there were a couple of
things that we did. First of all, all of
this group right here, we need to move it this amount on the
y-axis, very important. So it has the proper location
and then the x itself. We're also going to
move it. Now here, I'm actually going
to make a decision. And the decision that
I'm going to make is that we're not going to be using the high Pauli's of
the of the bandages. We're not going to
use them. Why not? Because as I'm just like taking a look
at them right here, there's really nothing
that we can't replace with texture like all of this changes and stuff
that's just texture. So I'm just going to
delete them. We don't need those bandages and we also don't need this
band is right here. That's gonna make it a lot
easier for our process. And each should, it should
work, it should work. So I'm gonna grab all of
these three guys right here, the spike and this
guy right here. Let's go to the top view. And if we sent to
the pivot point, we should be able to snap
them to the grid and they should perfectly
match our low poly. We're going to move it. If we need to move
it a little bit, just move it a little bit so it matches as close as
possible to what we have. That one looks very, very good. It might not be exactly precise, but it should be
very, very close. Now, we need to start creating
clean groups over here. So again, I'm going to
grab all of this guy's not actually let me let me
hide this guys for a second. There we go. I'm going to
grab all of these guys. I'm going to press Shift P
to get them out of a group. I'm going to press Control G to get them inside
of another grid. I'm going to call
this x underscore GRP or underscore high. Underscore a GRP. It's, this is my high
group for the x. Let's bring this guys up. Let's hide this
one's for a second. Let's grab all of
these guys and again, Shift P to get them
out of a group, control G to get
them into a group. And there's going to
be my x underscore, low underscore group.
Very important. Now this or this guys, they all have proper naming
conventions, is do not. So we need to copy the
exact same name on the low, like this ax handle low. And that's gonna be the
ax handle underscore. You guys know it. Hi, there we go. Let's bring
in our answer. We can see them. H. There we go. So that's excellent. Okay.
This is actually a blade low. So this will be ax blade. Hi. This is we don't
have top bandages, we don t have lower bandages. We have lowered metal. So it's this guy right
here. So it's lower. Mel, hi, we do have top metal. One thing here. So the
blade on the low poly, if you guys can see here, we actually combine
it a width at the top metal d ax blade. And the spikes on this
case is called spikes. So all of these
guys, we also need to combine the history. And let's bring it back here. So that's gonna be now my AKS ablate because the blade is encompassing
all of those elements. So as you can see,
we are going to be doing some combinations
on the hypothesis. Well, now we do have the top bandages low and
top band that is high, but we don't have a
high Polyvore dose. Can we do something just to
get a slightly better bake? And the answer is yes,
we can duplicate them. Bring them up here to the group, changed their name, of
course, all this high. And call this high. Then both of this, we can say Mesh and bismuth. And what that will do is it will give them a new subdivision, which is going to
be baked down onto the normal map and
they perfectly matched the ones that
we already have. So I'm happy that
we're gonna have a really, really nice bacon. They really, really nicely
interpolation right there. So, yeah, that's pretty much it. Now, the big question here is, do we want some of this guys to be baked
down into the world? Like we want them to
interact with the world and we might want that for
the ambient occlusion. Again, we're going to
have to do some tests. So I'm going to grab
the low group here. I'm going to hide it
for just a second. This is gonna be my high group. And in this high group is where we're going to start
adding the colors. Now, again, very horrible situation that we
have right here. Each specific, like high polymers that we
have right here, goddess a. It has a new material. So I'm just going
to select that guy, Right-click, assign
existing material. And let's try to assign
something or just actually, let me do this manually. We might need to select
all of these guys. If you can handle
it, there we go. So like all of these
guys which are the high polish, right-click. Assign new material. Arnold, or sorry,
my Maya Lambert. Lambert eight or
something. That's fine. The point is that now all of
them have the same material. Let's go back here. Let's say edit,
delete, and use notes. There we go. Well, unfortunately
we lost the colors, but we can just regain
them real quick. So I'm going to assign
a new material here. Maya, Let's do Lambert. It's going to be again, m wrath. That's the red color. And then the metal bits
assign the material. Maya Lambert. Green. Like the color green. Grabbed the bandages. Remember
this is the disadvantages, even though they look
like they're low polys, they are actually high
policy sign-in material. Arnold, sorry, Maya
Lambert. Yellow. Let's call this m. Yeah, perfect. So now before we export and
we do a quick, a big test, we need to make sure
that on this group, if we have five elements, we also have five elements
here that matches, then we need to make
sure that all of this low Pauli's history, they should all have
the same material. Check. Second, they all should have
underscore. Underscore. Hi, check. So seems
to be working fine. I'm going to grab this
whole group and the element's going to go File and we're going
to export selection. Now since we're gonna do
a lot of export in here, we definitely need to have
again, a good organization. So I'm gonna call this a bake. I'm going to call this
main bakes, okay? And here we're going to start,
this is going to be x, x. Hi. I'm gonna call this
a bake, a ready. Okay. I know it sounds like
a really huge name, but believe me, guys, when you're working in a studio, it's better safe than sorry. So I want to make sure that
anyone that grabs this, well, he sees the following. He's like, Okay, this hypothesis
are ready for the big. So this are the ones that
will match with low poly. They have the proper materials, they have the proper
naming conventions, and they absolutely know that
this are the proper ones. So I'm going to hit
Export Selection. It will take a
while because it's like quite a bit of
polygons. There we go. And then we're gonna
do the same thing, fertile, even if it's hidden, we can export it and we're going to call it the exact same thing we're going to call this
acts low poly bake ready. This is not gonna be the final asset that's going
to go into the game. The final acids
probably going to be a single mesh combined
into a single object, but it is better for us to
do it this way for the bigs. So let's open Substance Painter, which as I mentioned on
the previous videos. If you're watching this,
you're watching this. The newest substance painter has already been released 8.30. And it has some really,
really powerful tools. When I open the new file, there's gonna be a fork a file. Remember that if your computer is having issues with
this, don't worry, you can go back and do it
at two K or one k even. And we're gonna go
main bakes, ox, low poly bag ready
and hit Open or not using UTMs and we're
just going to hit, Okay. There we go. My low poly is here.
That's good news. Now, let's jump into the croissant here,
the baking option. And we're going to bring in our high-quality high
poly big hit Open. And it should load
up right here. There we go. So the first
thing I'm looking for is to see whether or not
we have any red spots. If we have a red
spot, that would mean that we have some issues. It doesn't seem to be the case, so things seemed to
be ready to be baked. I'm going to go to
the matching by name. I'm going to change
matched by name here. Always buy image name
and 0 have a problem. There seems to be
some mismatch here. The lower middle low, it's not finding the element and the lower bandage is low, also not finding the elements. So what's happening here? Well, we need to check for meshes have no match. That's really curious
because we do have the proper match
over here, I believe. Ax blade low. Okay, Let's check which one has. The blade is fine and
the handle is fine. The lower metal
is the first one. So x lower, middle, low. And we should have
AX lower metal high. There we go. What seems
to be the problem? It could be a position issue. It could be a freeze
transformation issue. It will be really weird because we do have
bandages high bandages, low, make sure that all the
letters are exactly the same. So x stub bandages,
low, stub Enter. Yeah, things are okay. So things seem to be
working properly. So what I'm gonna do
here is I'm going to freeze the transformations. Let's see if that helps. Let's do File Export
Selection expert again, right there. There we go. Let's go back here. Matching by name. I'm really curious why
this is happening. Let's delete this and
let's bring it back in. So high poly bag, ready? Yeah, it seems to be
the same same issues. Now we are getting
some things here that says Mesh normals are invalid. Just really, really,
really weird. Actually, you can see that
we have the hypothalamus, making sure we do
have the hypothesis. Okay, Let's give it a shot. I'm just going to give
it a shot here on the bake to see if we
do get the proper bake. Because as long as
we get to bake, then we don't have to
worry that much like it's really weird
that we're getting that error because
as you can see, we are getting the
bank right there. We're getting some weird
effects on there. Okay, cool. Now, the problem or the
reason why this looks horrible is because we forgot to change the output size two for k. I'm going to change this
before K. I do want to keep, I want to keep the normal
map baked on its own, but I do want to keep
the ambient occlusion on so that they all of
the different pieces, even though there
are different names, they do interact
with each other. I feel like again, the
cages are perfectly fine. It doesn't seem to be to me that we're
capturing debt much. We can make them as
even slightly smaller, maybe just to ensure
that we're not contaminating them
more than we need to. And I am going to turn
on the anti-aliasing to a 16th plus is going to give us a really
clean anti-aliasing, but it is going to
take awhile, okay? But since this is
for production, I do want this thing to
be quite, quite nice. Let's take a look at that
super clean normals. Look at that beautiful,
beautiful, beautiful. The id maps really
clean as well. And be the occlusion getting some weird effects right there
on the ambient occlusion. Let's see what we have there and we're going to clean
them, of course. Yeah, I can see
that right there. Those like empty spots. Let's go to painting more
than see what that is. So right there, it's
this guy right here. The final okay. So it's a bandage. This
bandage right there. We're getting a little
bit of an issue. Like it's I feel like it's doing a little bit
too much overlap. This is the thing like this is where we need to go
and be like, Okay, you know what, like we're
getting a couple of issues with this guy right here
and with the bandages. Let's just center the
pivot point on them. I'm just going to scale them
a little bit more, okay? Just to scale them
a little bit more. Now the problem
is we're going to have to re-export everything. Okay, Let's hide the
high poly there. And here I just want to
make sure that we get some nice, Yeah, Same thing here. You can see how that is going to generate a little
bit of a problem. I'm going to select
top bandages and the top managers low and
top end they just high. And let's push this just
a little bit to the left. So we avoid that overlap
as much as possible. There we go. Let's
check down here. Now those are so minor
D hills like it's just a one minor detail there but the devils and
the details, right? So if we can avoid those like overlaps as much as
possible, then we should. I'm going to re-export everything
File Export Selection. This is a low Ready export. Yes. Then we've got all
these guys again, File Export Selection, high poly expert again, yes, That's why, again, keeping things organized
is super-important because we're gonna be doing
this quite a bit. So we're going to have to start a new file because there's
low poly is no longer valid. Let's just select
the low poly Acts. There we go. Okay, the scar. Back to the croissant. Let's bring our
high poly open or K matched by mesh name
16 anti-aliasing. And let's go look at that. That looks way
better now we're not having any of those issues will still fulfill the the
thing that we want to. And again, like, I know there's a little bit of overlap there. We can fix it, a
little bit of texture, a little bit for us
just to hide it away. But if you want to be
super perfect about it, then you're gonna have to just tweak things around
a little bit more. In games, it's very often you're gonna find
that sort of stuff. So don't worry too
much about it. And there we go. We have a perfectly workable
acts are right here. So this acts bake that
we have right here. Oh, we got some issues here. What the **** is going on? Interesting, cool. Yeah, so this is again,
relatively common. We need to find out
what's going on. I think the cages are
a little bit too big, so I'm going to bring
the cages down, not too much because otherwise we're going to start
getting errors. You can see a couple
of errors right there. Probably something like that. And I'm going to go to
the ambient occlusion. We can also change
the ambient occlusion to self occlusion on
the same mesh name. Let's try this. I don't
love this because we're not going to get the
same sort of like a pediatrician that
I was hoping for. But let's see if that fixes z. The issue over here. Yeah, it seems to be
fixing it a little bit. Not that much, but a little bit. You can still see a little
bit of the issue there. It's good to paint mouth. Okay, It's definitely better. It's definitely,
definitely better. So just to give you
a quick example on why it was important to do all of this and
the UVs and stuff. Let's go for some cloth. I do believe there's like
a like them or dislike. There we go, like
knitted sweater. So we add this
knitted sweater here. We can add a black mask. Right-click. We've
done this before, color selection and pick
this color right here. And then if we go
to the material, we can increase the
tiling and look at that on all of the advantages. This thing follows properly with the rest of the elements, how it follows this, or like
straight line all along. That's why, the reason why it
does that is because we've successfully created the UV that goes in the direction
that we want to. Again, a little bit
of overlap there, and I don't love
it to be honest, that looks really, really bad. So we might need to fix that. And that's this guy right here. This guy right here. So it's creating some issues. Now, the problem was
not that difficult. I'm going to show you
here. So what I'm gonna do is I'm going to make
this a little bit bigger. I'm going to rotate this
as well, like this. Now be very careful. I'm not
going to move the camera. Tried to keep with the
worry of wass. There we go. And we're going to have
to go to the high poly. And this high poly, we of course need to
rotate it similarly. Scale it and move
it a little bit. Yeah, baking is a little
bit of trial and error. And thankfully, you
guys are now living in an age where we're doing basis, relatively simple,
relatively fast. When I was a student, baking would take a lot of time. So, yeah, we're gonna
try this again. We're gonna do, I'm gonna do
another bake-off camera guys with this new setup here with again the high
Pauline, the low poly. But you can see that this
is working quite nicely. We're getting some very
nice bakes right here. I'm going to try to keep or
change one thing though. I do want to use
ambient occlusion. Like always like I do want to have a basic ambient occlusion, but I'm going to show you real quick the problem is that that might contaminate a little
bit of certain areas. I'll show you in
just a second here. So by doing this different bake, we're gonna get there you go, those dark spots right there. It's really suck. I'm not
sure what's going on there, but we're going to
have to fear yet. So anyway, I'm going to stop
the video right here, guys. And then the next one
we're going to continue with the new base. I'm going to figure
out what that is, showing you that the answer, and I'll see you back
in just a second.
53. Axe Final Bake: Hey guys and welcome back to
the next part of our series. So I was able to figure
out what the problem was, what the naming matching and it's actually quite hilly areas. So if you guys remember that
the objects were called AKS lower and with
the underscore low, even though the word was lower, it was identifying
that as a flag. So you'll learn something, everything and something
new every day. If you're gonna
be using numbers, don't use low, use under
or bottom or something. Because if you are going to
be using the underscore low, even if that word or that set of letters is
before the element, it will find it and that's why you're going to
have the issues. So we no longer had that issue. If we go here to the crosshatch, you're going to see
that matching my name, there's no issues. We have the high-quality
everything is baking properly, but we do have the problem
with the ambient occlusion. I'm going to explain
why this happens. So I'm gonna explain the
possible options that we have. So as you can see
right here, the width, the world is actually like
the high poly worth is actually colliding with the
low poly bandages right here. That those sections right there, those are the things
that are being baked onto the object. So for this particular
one in might not be a bad idea to turn off the self occlusion with
the ambient occlusion. Okay, so I'm gonna
go here to ambient occlusion and I'm going to check a self occlusion
only same imagining. What is this going to cost? Well, it's going to clean
that up. Definitely. You're going to see
we're not going to have that issue anymore, but we're not going
to have the dirt underneath this guy now. Is that Is that a big deal? Not really because we
can always hand painted the dirt underneath the
bandages if we need to. But it does remove some special things that
we might have. So as you can see right
there, the vendors are a lot, lot cleaner. Let's just wait for
this to finish. Now we might be getting
some contamination from the other bandages, which are also another thing
that we need to consider. But no, so far as you
can see this right here, it looks very nice. So again, let me show you what the main
problem is gonna be. I don't think it's gonna be
that big of an issue for us. But just so you guys are aware, how can we avoid that? We could bake the we can separate the bandages
into other elements. We can go back to our
low polys and just fix a couple of
the intersections. There's a lot of
things that we can do. But let's imagine are not. Just imagine, let's do some
very basic layer in here. I'm going to create
like four main groups. It's gonna be metal
or three main groups, metal, width and bandages. So there's one color selection
and we pick advantages. There we go. We can already go
to the material here and increase the tiling. We know how to do
that. There we go. Let's do ten tilings so
we can see a little bit of the grain of the bandages. Then let's add. I like to use the steel rough as
my base usually. So I got the steel rough. Add black mask, right-click add color selection and we're going to
select the green. I'm just going to use,
as you can see there, it's going to very
quickly select the greens and make it
really easy for us. And then let's go for a width. I'm going to use this H
tweak one that I have. I'm not sure if this one
is available for you guys. If not, don't worry,
I'm going to use some of the other ones so we can all follow along lag mask, right-click color selection,
and we pick the red color. Now as you can see, the world
is going in a weird way. So we're gonna go
to the material here and we're going to rotate this 90 degrees so that it follows the proper
direction of the elements. We can also tell
it if we need to, we may need a little
bit more tiling are a little bit less
time, that's fine. It's just a very basic
like a thing here. Now, I just wanted to do this
quick layering to show you how the ambient occlusion like detail is going to affect
the overall thing. If I were to add in a dress
layer and I want to add a very basic just rust like
mask and a black mask. Right-click that a generator. When I add the dirt generator, it is going to work on
the independent elements. So as you can see, it is going inside of the crevices of the x. It is going instead of the
crevices of the bandages. Look at that right there. It is going to go on the
crevices of the woods, but it's not going to
interact between the objects. As you can see, there's really no roster between
these guys right here. And the reason why we don't
have any rust is of course, because we removed the ambient
occlusion from the options. If I go back to the
baking options over here and I do another bake,
here's what I can do. I can turn off all
of the other guys and just leave the impending
collision turned on. And I can say always or never and just always
on self occlusion. And we bake again. It's
going to bake again. We're gonna get the same sort of like errors that we got before, which is the width projecting
onto the bandages. But now, as you can see, we're gonna get rust
between these two elements. Now some of you might be
like, I actually don't mind like that. That looks good. Like if we go down here, that looks like
blood splatters or something so I can
get away with it. I like that. I don't mind
having those weird effects. If that's the case,
then perfect. This is gonna work
excellent for you. Bob Ross used to call this the happy little
accidents, right? So if you can roll with
this and that's fine. But if you want to fix this, then we're definitely
going to have to push the low poly
version higher, even higher than the high poly. So I did not collide like
it's doing right here. I do believe we might be able no, I don't think
it's going to work. We might use the
back faces above. I think if we do that, there's gonna be
some other issues. Now here, of course
we could go to like an overlay and we can
of course decreases. But as you can see, those very ugly-looking like dark spots right there, they're
going to remain. So if you can roll with them, if you like how that looks, then that's great because we can then use the remaining
of the elements. But if it's not, you're not
specifically what you want, then yeah, we're
definitely going to have to do other banks
or just fix it. Again. Don't worry too much because at the
end of the day we can just go here
with a paint layer, for instance, grab your
brush on the side. Like this, dirt spots
brush and for instance, see all of those places that
were not getting rushed. We will of course one
there to be roster so we can just manually paint in the extra Ross
that we might need. Same thing, like all of
this guy's like maybe one all of these parts to be
like field where Ross, this is what we're
gonna be doing in the next chapter when
we jump into texturing, we're gonna be texturing
all of the settlements. But this one right here, this x, this is reading this file. I'm just going to save this. I'm gonna go back to assets
and I'm going to create a new folder called Textures. Actually, this is not the
place. Sorry about that. Let's go here. There we go. When I create the new
assets, cold texture extras. And here we're going
to save this as Ax textures in the next chapter. After we've finished,
all of the other banks, we're gonna come
back to this file and we're gonna be
texturing the axis. So yeah, that's it
for this one guys, in the next video, we're
going to start taking it. We're going to take a look at
how we're going to organize her character and that we're going to start
first with UVs. We already have the high poly ready or at least on the scene, but we need to UV all of
the different elements. So hang on tight and I'll see
you back on the next video. Bye bye.
54. Body UVs: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the UVs of the character. And it's now time that
we started thinking about how we're going to
organize everything, right? Because we have this
very complex character with all of the complex
high poly meshes. But it will be important to do something similar to
what we did with the x. Just create a couple of groups where the things are gonna be. So for instance, the
teeth, the face, the horns, and of
course, the bandages. These guys right here, these little guys right here, and the nails, those are
gonna be a single mesh. I'm going to Shift
P to get them out of the group control
G to group them. And I'm going to call this thigh arose thyroiditis,
body underscore. Underscore group that we're going to start with UVs
for this guy right here, so we can hide it or we can just hide this other guys
and we should be fine. So UVs are actually like, I feel like once you
understand the basics of UV Z tend to be quite easy. It's just a matter of
like knowing the process with which we've done with
the ax and just repeating it. So let's start, Let's
go with this guy. Let's go UV, delete UVs
and grab everything again, UV camera based projection. There we go. We can already assign the
UV checker that we have. Wage we lost cell. Let's assign a new material. Maya lambert. Let's go. Let's go to the
Lambert material. Let's call this UV checker. Think I wrote that wrong file. And we're going to
use the cost of view. There we go. Let me
turn on the car neck. We're not using a
lot of shortcuts, but just, just in case. So I'm going to select
the horns right here. Let's start with this
one is very easy. It's isolate them. And if you have two screens, it actually becomes a little bit easier because you can have
this on the other screen. I'm going to have it on my
side screen for just a second, just so that we can
see the islands. Because remember
what the islands are, are quite important. So I think the most
challenging horn is going to be at
this one right here. So let's start with the
easy one first 3D cut. We're going to cut the base and then we're going
to cut a one-line, probably on the back and
on the inside like this, so that when we see
it from the front that we don't see
that seam line. Yes, we're going to
see it from here. So it's, if it's a
third person game, that might be a little
bit too obvious actually now that I think of it, maybe it might be a better
idea to have it here. So when we see it from the
back in the third person, beer was only see them when
we see it from the front. It's also a little
bit hidden underside. I'm going to show you
how to hide the same instead of instead of substance. The one that captured that
little bit right there. There we go,
something like that. Now on this other guy, we're also going to cut
the inside of the horn. And if you want, you can separate the metal, but it's not gonna help a lot to be honest for
this particular case. But if you want, you
could separate them. Again, I don't think we need what do we do need
to separate this, this little guy is right here. So these are like cylinders. So that means that
we need to cut in on the inside of this guy's pretty much
like split where the welding point
would be like that. And then this is a cylinder, so we need to cut one line
going across the cylinder. Very important. Do not forget to cut the inside line because
if you don't call it, it's not going to
unfold properly. So that one goes like that. And finally, this guy
double-click there, there. There we go, there go. That's it. So this guy, in the same way as how
we did this other one, we don't want to have one
line that goes across now, since we already have this
guy's like this central line, it might not be a
bad idea to use the same sort of
like line going up. And like that. Let's give the check. Let's grab this guy. Control you. There we go. Nice and four right there. Nice and full right there. So very nice. Process that for a horse, the teeth, Let's go for
the teeth real quick. So the teeth are
actually rather simple. I do believe that if you
brought this guys from C brush, they are actually
already had UVs, but we're pretty much
eliminating them. So the easiest way is to
go here to the uv 3D cut. And since this is
a hollow section, as you can see, I'm going to split the tongue from
everything else. So I'm gonna go this guy, this guy, this guy, and this guy that's going
to split the tongue. And then usually the tongue, I'd like to call it in half. So this guy right there, this guy right there. I need to find the second one. It's gonna be a little
bit tricky. There we go. That guy right there. Let's open up the UV editor
so we can see the islands. There we go. So top, bottom of the tongue. That works great. Then the teeth, I'm going
to cut it right here on the gums the back of the gums. On this backside of
the council's work. There we go. A different color. I might cut the thinking
might not be a bad idea. Let's give it a shot like this. 11 important rule
about your business. If you can save UE cuts, it's some things better.
So yeah, there we go. So that's the upper palate. And this will be
the lower palate, tongue and bottom tongue. And that's going to work nicely. If you want to check
this out, just number six, and there we go. So as you can see, eventually
we're going to of course, straighten this thing
a little bit better. But the quality that
we're getting is not bad. So, so that is already, let's go with the character now. Uv, UV editor. Well, let's say uv 3D cut. So for the character, it's a slightly different
question number five here to go back to
normal shaded mode. First, the head, we're
going to split the head and usually this part of the neck
is a good place to do so. Just to split on the head. We definitely want to split
at the inside of the eyes. So we're gonna go
to the inside of the eyes and we're going to
split those ones as well. We're also going to split
the inside of the mouth. That's why we created all of
these loops on the mouth. So roughly about there, I would say it's a
good point to cut because we're not going
to see maybe even like like that one a little bit closer to the center,
like that one right there. So we don't see the line
when he opens the mouth. Now this bag on the inside, we definitely need
to cut in half. So it's going to be the top section and the
bottom section. Let me grab this line right
here, as you can see, top section and bottom section, that should unfold nicely. Now if we don't want the
throat to have as much space, we can do another cut
right here and here. And that's it. So that'll
be for the elements. We don't really need to know. Some people do like to
cut the nose to get a slightly better
relaxed effect. I don't think we really
need it to be honest. We don't need to cut
the horns either, but we do need to cut the ears and that's why
we looped the ears. Remember under the
topology process, look how easy it is to do the UVs 40 years we just got
right there and that is it. Now, for the ears,
the ears are really, really tricky because they
have a lot of surface area, a lot of wrinkles in little
things here and there. So it is a good idea to add an extra couple of cuts
going from the tip, like this guy right here, back. And usually I also like
to add another one, like probably right
around the edges, just a couple of extra cuts
to help relax everything. Maybe even like that
guy right there are no something like that that will help the relaxation of the ear a little bit more. But let's give it a
shot without death. I'm just going to
add a little tip. Usually in Alvin ears. You do want to have that
extra cut right there, which again is
going to help relax things on the arms.
This point right here. Remember again, this is why
we topology so important. Because if you do
Property topology, look how easy it
is to do your UVs, like everything
just flows nicely. And we've separated
the arms easily. Same for the hands. We're going to grab
that line right there than land right there. And remember that we
did one line that goes across all of the fingers. Boom. All the fingers done. We just completed there. Keep going here and there we go. One side of the hand and
the other one, array. Same stuff over here. Double-click here,
double-click here, double-click here, and boom, we have the front and the
back side of the hand. And that's it. You
don't need to worry. On the arm. You usually are going to follow
the inside of the arm. I like to follow this
sort of like line on the like here on the back of the arm because it's just it's quite here then you
don't really see it from a third person
view as much. Again, I'm going
to show you how to fix it if you can see it. But it just flows nicely with
the texture of the hand, which I think it's important. There we go. For the chest. Some people like to
divide the chest in a couple of areas. For this particular character, I think we can I think we
can keep it nicely close. I'm gonna go here to the
midsection, right around there. Same thing, midsection
right around there. If it's not symmetrical, It's
not the end of the world, but it's perfectly fine. Some people like to be super, super precise about
it, but it's fine. Now I like to do this
cut on the back. See this like little
star right there. I'm going to use that one
as my my my guiding point because I want to have
as much surface area on the chest like
clean as possible. So that should have given
me like another island. It didn't just a
little bit concerning. But let's take a
look at the unfolds. So we bring this
here, control you. There we go. So that's the chest,
That's the back. This is the head. The head looks horrible and I'm going to explain why
in just a second. Everything else looks
fine, but the head looks horrible because
we miss the very, very important
caught on the head. Which is I like to call
it The Luchador cut. If you've guys have seen
a Mexican Luchador mask, it usually has like this, like a shoe laces on the back that go all the
way around there. But in our case,
we're actually going to go a little bit further. Usually when they go all the
way to the to the forehead. So something like that. Now, if we take a look at
this and we control you. Now it looks like
a Luchador mask. I might be going a couple
of more, actually, just two more or
three more than say, UV Ga gb edges. And that's going
to, as you can see, unfolded a little bit better. Just, just open it up
a little bit more. This is very, a very traditional
way to unfold a phase, which as you can see, if
we turn on the texture, is going to give us a really, really nice organization
of the texture. And that's it. The body there is gone. So I'm actually going to start like turning off the ones
that we already have. So that's ready,
that's ready to 3D. Let's go forward. The nails, nails are
relatively easy. And yet the nails is just like front-to-back uv 3D cut. And we're just going
to go front and back. So they're pretty much
like squares, right? If you remember when we did the topology, they're
pretty much squares. Oh, careful there, that's a
spiral. We don't want that. So that's a really
weird spiral as well. If you're having issues here, you could just manually, like paint, manually
paint the edge. That's a spiral. This is why spirals
are so hated. Because as you just
saw right there, here I'm gonna go a manual. You're going to select this,
the edges that I need. I'm just going to
say UV JOB edges. So now we say uv 3D cut. That's gonna give me
like a front and a back. Let's go to the other side. You could of course use mirror. I should have used Mirror to
be honest. Then this one. Just going to grab like
manually grab the edges. There are few edges, so it's
not that big of a deal. We just say uv contribute. Now if we go to our editor,
we just control you. Should have flat,
very flat nails. That looks great. Cool. Finally, head these
guys right here. Well not finally. We're still missing a
couple of elements. Let's start with this guys. Now here's where again, like symmetry might
be a good idea. So let's do object x symmetry. I'm gonna go uv 3D cut and just make sure
that, yeah, there you go. You can see the little
cursor over there. So we're probably going
to go to the inside again to make it or to hide
them a little bit better. And so we're gonna do
that one dot, one, dot one, That one, that one, that one, that one, and that one thing
we're missing. This one. There we go. And then on the
inside, 12346789, technically, that
should have done it on the other side as well. Let's see if it really
does it control you? Yeah. Look at that all straight. Oh, we missed a couple ones. So that one we missed. And I think that's the
only one that we miss. Let's find where that one is. Just press F. It's
probably just one cut. The women. She could again. Don't see it. Let's do this one. Okay? So it's this guy right here, which means we just miss like one of those horizontal cuts. So again, uv 3D cut,
and let's do that one. Control you. There we go. So all of the bandages have
now been properly cut. And again, just to
exemplify this, I'm just gonna do a very
quick modify layout. So, oh, there you go. Now we discover two more here. Very easy to just
double-click any of the edges and just say uv, Cut to be edges. Another unfold and
another layout. You can see all of the
bandages completely straight. Eventually, when we
have our textures, look at how nice all of the
textures are gonna look. So these guys are ready.
Let's go right here. Similar process, exactly
the same process. So uv 3D cut here, here, here, inside,
inside, inside. And we unfold. There we go. So those are already as well, and we just finally
just need disguise. Let's hide the nails as well. Let's hide this. Now
this one's a little bit trickier because it's
a low poly, right? So uv 3D cut, it's a cylinder. So let's do cap. Cap. And of course, back here
across this guy's a box, boxes, you should cut the
base or the base of the box. And if you want this
to be even nicer, you can cut the corners as well. Like this. Now this guy, I'm
going to go inside. It's a cylinder, so it's
across, inside, across, inside, across its control you. There we go. Everything just unfolds nicely. So finally, just
grab everything. And let's take a look at the
texture resolution before we finish this video, I'm going
to grab everything here. I'm gonna press Control L to lay them out in a single mesh. As you can see, we get this. It's a little bit low, to be honest, it's
a little bit low. And the reason why I find this to be a little bit
low is because we're spending a little bit
too much resolution on other pieces. And even though yes, we
do get a nice resolution, you can see it here,
starts getting a little bit pixelated
on the face. So let me check real quick how, what the number is. Because if it's too low, I might need to split
this into two materials. So let's take a look here. We're going to do a
get C, that's 1.9. It's like barely on the two. I think I think we
can get away with it. Okay. I think we can we
can make this work. But if not, if we
wanted more resolution, one option would be to
just keep the body as a single material and then everything else
is separate material. You know what, I think
that's the best option. So I'm just gonna do this
control L with just the body. There we go. As you can see, it gives us a
little bit more resolution. And on the face, this is
where I will break my rule. On the face. I would
definitely give the face just a little bit
more resolution if needed, like right here. Because the phase is the
most important part. And since we're going to have
the necklace and all stuff, like the difference that
you're going to see here shouldn't be that much. And that should give
us just a couple of extra pixels to really make sure that we use
this one right here. So that tells me again that this body shift P is going
to be a separate material. And then all of these
guys right here, they're gonna be able to modify themselves and
occupy more space. And let's take a look,
look at that 3.2. So now we get 3.2 for all
of these props, which is, which matches or
is really close to the one that we had on the, on the x itself. And if we check this
one right here, 2.2 or one whole unit down. So that means that
everything else is going to look a little
bit higher poly. Now, can we fix this? Can we make this thing
event like a better, well, we might be able to make more cuts on our UVs to give them a little
bit more space, to use a little bit more space. Let's give it a shot real quick, but we're gonna do that
on the next video because this one is already
running a little bit high. So we're gonna try to fix
the textile resolution. And if not, we
might even need to divide the body into two parts. Like maybe the arms are going
to be a different element or the hands since
they are separated, we can have them on
a different place. So yeah, hang on tight and I'll see you back
on the next one.
55. Leg UVs: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the leg UVs and we're gonna take a look at
what we were mentioning about like maybe the binding
some of the materials into more tiles so that we can
get an even better effect. There's a couple of other
things that I want to fix, but let's get all of
the UVs done first. And one of the things is that as you can
see, for instance, on the torso, the letters are going in a slightly
weird directions. So the ideal thing
would be to go here and rotate things around so they are facing forward like this. Now for K it believe
me, it's good. Like don't, don't
think that because I'm saying that this is a low poly, that, that means that we
can't really work with this. For K for you, like half
a body is really good. You can see that
we get quite a bit of detail. So that's great. But if we want to go for super, super close right here, we might need a little
bit more resolution. Normally characters
have a 2k k and you can imagine that this quadrant
being divided into four, this will be a to K map. So as you can see, the face has like industry standard
quality, I would say. Now here what I'm gonna do, as you can see right here
is I'm moving the islands, especially the head
and the torso. They are like this. It's a little bit
like playing Tetris. I always liked this part of the, of the UB process because we don't want to
scale them anymore. We know that the scale is right. We just wanted to
position them in such a way that they make
a little bit more sense. So for instance,
I'm going to have my hair right here
on this top corner. And then I'm just
going to try to fill everything else on other places. This manual placement of the tiles is very common,
especially for characters, because you want to make it
easy for anyone that grabs your UVs for your textures to be able to understand
where things are. As you can see here, we're having a love of the Phoenicia, trying to fit everything, which is very, very common. So let's just start
pushing some of this things a little bit. The rules are, we
should not touch the border and we should
not touch other tiles. We can be very
close to the border and as long as we don't
touch it, that's fine. Let's move this out
straight to bring this arm. Here. There we go. See how that one fits
right there nicely. Which should have enough space on this arrow here for the hand. Again, as long as the islands not touching any other part, this is a slightly better UV distribution because
as you can see, the letters are reading
a little bit straighter. And in general, that
tends to be a good thing, especially if we're
gonna be adding like tattoos or things like that. You want to be able to design on a canvas that is just
like a little bit nicer. So now that I see this,
we are going to have to, so this is going to
be thyroiditis body, Let's call this prompts
underscore low group. And this guy is going to be
thyroid underscore body, just the body low group. So the prompts are gonna be the bandage is the
nails we can get, we can definitely
get the nails and maybe even the
horns, to be honest. Let's take a look. Yeah, I think we can
fit the horns into the, into the body. So here's
what I'm gonna do. I'm going to crop the
horns right here. All of the UV shells,
I'm going to turn off the image so we don't
have to see it. Move this to the side. And then I'm going to select the horns, also the nail, so
sculpted nails. Them over here. There we go. So we can get the nails, the horns, and the body. Can we do the math as well? Yeah, I think we can
fit the mouth as well. So I'm going to grab the mouth. Let's go with the Ford
UVs of the mouth. There we go. And then we're
going to have the horns, the body, the mouth,
and the nails. So now, as you can see here on the UV stuff, we
have everything. Let's start with the horns, which are the bigger ones. Again, going to try to rotate them around so
they're pointing up. Just to make it a
little bit easier. If you didn't see
where I hit the image. It's this button right here, this guy, so that we can
just see the islands. And nowadays the UB packing
tools that we have a really, really, really good, but you can always do a little
bit of manual cleanup. So these are all the nails. Let's keep the
nails close to each other and see how much
more packing we can get. And we know that the distribution
was really good, right? Like the amount of texture
resolution that we have for each of these
elements was good. So no need to worry
too much about this. There we go. This is the part of the horns, so let's keep them
close to the horns. And again, the mat board, the reason why we
keep things close to where they're supposed to be. It's just for simplicity sake. So if at any point I need
to check the texture in Photoshop or in, or in the other image
editing software, we very quickly can know
what each thing is. So that's the mouth, the tongue. That's the bottom of
the tongue, I think. And this is the other
part of the mouth. Careful here. I was going
to say this is not unfold, but it did, it did unfold. So let's wrote to this
thing a little bit here. Again, just try to
get that in there while making sure we're following all of the
rules. There we go. So that to me says that
this guy, this guy, this guy, and this guy are
going to be a single element, which is gonna be
the thyroid rows. And then these guys right here, which are just the bandages, we might combine this
with the shoulder guard. I think that would
be a good material to combine things, a width. So now let's jump to the
rete apologize meshes. And let's go for the legs. On the legs, I
think I do want to have again, I'm trying to think. I think it's gonna be the legs, the tail, and the
surface area wise. That might be it. They think we can get all
of these guys as well, like all of these
like little things. We might be able to get them in that single, single material. Let's give it a shot. So let's grab everything here. Shift P. Let's hide this guys. Let's hide this
guy and this guy. And let's start with
a UV so we know the process, select
everything UV. We do a delete UVs, and then UV we do a
camera based projection. And we start with the first one. This is very simple. I would say. We're gonna go uv 3D cut. We're going to cut depends. It's a great line
too high the ECM. And then usually the ankles. See that little started
we have right there. That's usually a good point too. This one's going to be a little
bit different because we have the disorder
like leather thing. But as you can see, it
should flow fairly easy. Then it is recommended that
we have a cut on the inside. I'm going to go in this line for the right leg than
one looks good. I'm going to grab this line
right here for the left leg. Again, it's a hidden line view. You don't see that line as much from the front. It's
very difficult to see. It might seem a little
bit from the side, but it should be quite hidden. The pants, we're
gonna do two cuts. So we're going to do
one cut over here, following pretty
much the same line. And I'm gonna do another
cut on the side like this. And on the side like this again, I'm usually on the
position that you're not going to see it this
much, and that's it. So we're going to have
the front of the pants, the back of the pants, the legacy cylinder pretty much. Then the foods or all this food. Again, couple of
wasted, we can do it. I am going to
separate the class. I think that's the
easiest one to be honest. I'm just going to
double-click all of the costs and then I'm gonna do a cut on dislike corner
of the cloth like this. Maybe even actually, I
think I'm just going to go on the lower section. I'm just going to cut the
Cloud in half like this. It will distort things slightly, but it shouldn't be that Beth, and they will allow
me to paint a little bit better on
this area right here. And then the food, the
food is very important because in a very similar
way to how we did the, what was it that the hand we want to go all
the way around like this, look at that, that's beautiful. So we'll grab that
line right there. Scrapped deadline right there. And that's it. So that's should split the foot and a half. I should've turned
on my symmetry. That would have saved
quite a bit of time. That's fine. Just do this. Careful here we're grabbing different one that we go
That's a little bit better. Then this part of the foot, I usually like to cut on
the inside like this, just so they don't force a
little bit better because otherwise you get a
lot of distortion, especially like on the
ankle side of things. I'm definitely going to cut
the light clock over here as well. Yeah, that works. Actually, that
doesn't work as well. Script that one. That one. That's better than
either one and that one. Perfect. So now we, we check to
see if this works or not. We're going to take control you. And what I like to see here is every single time
should look blue. That's the first one. And everything, every single
thing should be unfolded. You can see this one right here. Something, I did
something wrong. I think these are
the fingers and I forgot to cut this line.
And this line right here. I'm just going to go to Cut. And so I'm just going to cut and that's going to
unfold a lot better. So that should be 1 ft. There you go. So you can see it looks
more similar to this one. So that's it. The legs are properly cut. That's the first one. Tail. One thing we can do,
of course, is we can assign the UV checker material. Here we go. This one is ready for now let's hide it. Let's
go for the tail. You can see how bad
the distortion is with the planar
planar projection. I press number five. I'm gonna go uv 3D cut. We're like triangle right there. I don't love it. I'm
just gonna delete it. I'm just going to
collapse that one. Collapse. There we go. So it's a lot nicer. Uv 3D cursor. This is
kind of like a cylinder, so we've got the cap. I'm probably going to
cut here on the border. Like there. We cut around. Let me turn on symmetry. This is a little bit
faster. There we go. And on the tail, of course we're gonna go on the underside. Now, this tail is really big. And the problem with this
still being really big is that it's going to have a hard
time fitting on the, on the UV place. But fortunately we do
have this like bandages. So what we can do is we can cut a couple of times right
beneath those elements, like that's first section,
the second section. And I will be even
tempted to cut here just to have the tail divided in a
couple of more sections. And that way, even though we
do get a couple extra seems, we are going to have a
better distribution on our UV on RGB element. Okay? So sometimes you do
want to do that. You'll want to cut
a little bit more. So things just unfold and
look a little bit better. We're of course going
to cut the one line straight through the
middle for the blade. And very important, straight through the middle
in this little hole. Whenever you have a negative
space like that one, you definitely want
to cut on the, on the element control you. And there you go. I just
missed this line right here. Let's just cut the shell, control you again.
And there we go. So as you can see, we have the
four sections of the tail, okay, which are very
nicely laid out. And this is more than
enough, like again, there's gonna be a seam, but
I'm going to show you how to hide the seams instead
of a substance. So tail, we take a
look at the textures, look at that beautiful. Ready. Now, I think most of these are very
self-explanatory. But I'm going to go for some of the tricky ones that we haven't done like this guys right here. So for this guy, as you can see, the cones are actually
empty on the inside. So we only need to add
a one or cut a line. So we're gonna say uv 3D cut. And it always depends, like you can always
select the inside or the outside, whichever
one you prefer. In this case, it's
going in the inside. So I think we're gonna
go for that one. As you can see, it is
going across both of them. Which is fine. It's going to have we're
going to have to spiky thing is but it works. Yeah, Gone. Gone are the
days where we really had to be precise about the
about the seam lines. I remember when I was a student, you had to really, really, really do super clean
UVs because you were painting textures
inside of Photoshop. And if things didn't line up, it was a really difficult to, to make it work nowadays
thanks to substance, Mari, 3D code and all
the other softwares. It's a lot this year. So this is a cylinder we
caught CAP and CAP, CAP and CAP, CAP, cap, and then we call
it cross on both sides. So here, here, here, and here. There we go. Let's check the
UVs. Control you. Everything is blue, everything
seems to be nicely. You can even do a layout
real quick just to, just to see all of the elements. And you can see this
looks perfectly fine. All of our UVs are
already on this, on this elements
so that one ready? Let's go for the bandages.
Let's go for it. This one's first pretty
self-explanatory. We've done them before. So
it's just on the inside, on the inside. On the inside. Across, across, across. On the inside, across
on the inside, across on the inside across. Just go to UV, UV editor. Control you. There we go. So you can see there's a
little bit of an issue with this one that tells me that that's an issue
with the geometry, but that thing we can get away with this with just cutting. Let's try this again. Control you. Cool. So yeah, there's some weird
triangle right there. So let's solve that one. It's this guy right here. And it's usually like
an angle or something. There we go. See that. So I'm going to grab that vertex right there,
control and delete. Even though we've already
done the UVs, that's fine. When you delete certain things, the UVs actually
remain perfectly fine. So as you can see,
everything's working there. So that one's great. Let's go with the next
one. This guys right here. Same deal. Insight across. Actually wouldn't have
a symmetry lines. So I'm just going to
remove this right here. There we go. And then
let's turn it back on. Inside, across, inside,
across another, another one without
symmetry line, that's fine. Which is, turn this
off. There we go. Uv, UV editor. And the UVs are also a great point to check whether you did
things right or not. Because if you did not submit, if you made a mistake, if you have an guns
and stuff, more, more often than not, you
unfold tool will not work. So that's another
great way that you can tell whether you did
things right or not. That's once. Same, same stuff. So inside cut. Inside cut. Cut. There we go. I'm not going to unfold
them. I'm going to fold everything at the end. Let's go with this
guys right here. Very simple disguise,
because we just go UV and it will go across
the half halfway points. As you can see, it's the
front side and backside. So really no big deal. The last slide, a
complicated ones is gonna be disguised
right here. Which do have, as you remember, couple of weeks
triangles and stuff. But that shouldn't really affect us unless we have some really, really bad like geometries. So I'm gonna go uv 3D cut. And there we go. Inside. Inside, as you can see, I'm trying to go a
little bit more to the border because on
the central lines, there seems to be a
lot of triangles, which is not the end of the day, whether they can definitely make things a little bit trickier
than they should be. Like this one right here. That's a tricky one, but if
we go here, that's a border. And that should save
it quite a bit. Let's go here, here, here, here. And I think that's
pretty much it. And I'm going to
go on this inside, on the inside of the foot. So here, here, here, here, here. That one, we're probably going
to have to manually do it. So as you can see, in order to actually that one, we don't even need to
call it like that. We can keep it like
half and half. That's fine. Here. Here. Here. It seems like I
don't have symmetry. That's fine. Cool. So let's go on this side. It seems to have less bandages. Uv, 3D cut, same deal inside,
inside, inside border. And I do want to cut
this on the inside. So I'm gonna go to this line and this line, this
line There we go. That one, that one. Actually that's the outside. Let me go back. So we
want to cut it here. Here, here, here, here. Go inside, inside, inside 123. And I think that silly, which is this one I
think that should be at. So let's take a look. U, v, u, the error control you. And let's do Control
L real quick. Okay, so here in the control l, I can immediately
see where the issues are that they're easy to fix
like that guy right there. We can say cut. And then I'm going
to select this guys. I'm going to say as so. Now when we unfold, we unfold this guy right here. It's going to look
a lot straighter. Like we split something
here, that's fine. Very easy to fix. We grabbed this guy's cut, then we grab these guys
and we're just so, and of course we are going
to have to unfold again. And that's it.
That one is fixed. This one is fine. This one. So this one is a
little bit weird. I'm not sure what's
going on here. It's the only one that's wrong. So let's see what this has. So it's okay, it's
this guy right here. I'm going to double,
I'm going to go into object mode or face mode. Double-click and
isolate just this one. And let's see, maybe
I just forgot to, yeah, I forgot to
go to the inside. There we go. So very easy to identify when something is wrong by doing this and then Control
L, Look at that. All of her bandages
perfectly lined up. So once we add the texture, it should look perfectly,
perfectly fine. Cool. So that's pretty much it guys. I don't want to make
this video any longer. We we've already spent
quite a bit of time. So I'm going to stop
the video right here. And on the next one we're gonna
do the UVs for the props, which is the belt and
the shoulder armor. And once we have
all of the prompts, we're going to start
again playing around with how to properly place all of the elements so that we get the best possible
Bakes and resolution. So hang on tight and I'll see
you back on the next one. Bye bye.
56. Proper UVs: Hey guys and welcome back to
the next part of our series. Today we're going to continue
with the proper UVs. And I'm going to grab all of
these elements right here, Control G. As we already know, we're going to graph this naming convention
here and just copy it. I misspelled his name is Rose, and this is going to be less. Hello. Now, I mentioned
that we're going to talk about the
texture resolution. So let's just do a
very quick test. Scarf. Everything
here Control U again to unfold and then
Control L. Like this will be a very
general approaches have how things will be. If I grab all of this and
then go to transform, and I say, okay,
for a four K map, what's the texture resolution? 1.75, too low, too, too low. So we're gonna have to move
things around like just accommodate elements in
slightly different ways to get a better resolution. 1.7 is way too long. I'm going to try to keep
things between two point 5.3. And this is something that
you're going to have to ask your company that you're working for your client because every single project will
be slightly different. Now if we go to this
meshes right here, you're gonna see
that we still have quite a bit of elements to go. So again, knowing
that we're going to need a lot of
resolution for our UVs. I'm probably going to keep this thing seem to
separate elements. So I'm going to
keep the skirt like all of these guys right
here in a single one. And then I'm going to keep this guys right here
as a separate one. So let's start with the skirt. And I think since the necklace
is relatively simple, I'm going to keep the
necklace on that one as well. I'm going to press Shift P, and then I'm going to Control G. So this is going to be
called thyroid. The iris. Let's call this body prompts underscore,
low underscore group. There we go. Let's hide
this guys right here. Same process, UV,
but the lead UVs, UV planar mapping
or camera base. And we start, so let's start
with this guy right here. This one is slightly interesting because
we have two elements. This guy right here,
this guy right here, and the belt, as you can see, it's hollow on the inside. So for the belt, we really just need
to make a cut. So I'm just going
to say uv 3D cut, uv 3D cut and sew. And the only thing we need
is literally uv 3D cut. Just one cut can be on the back or it
can be on the sides. Actually, I'm gonna do two cuts, one on one side and
one on the other side. Because I think that's
again going to help us with the overall distribution of islands and it's going to make things a little bit better. This one is pretty much
like a ring, so same thing, I'm just going to do one there, one there, one there. And let's do a quick unfold and see if that works. Control you. Perfect or blue, all straight. Grade, that one,
that one's ready. Now let's go for it.
This guy right here. This one's a little bit
interesting because first of all, all of the cones, we do
need to give them a cut. I'm going to say uv 3D cut. And the usual thing is
just one cut on the back. This case it's not going to
the front, which is great. I think it's not going
to the front because of the amount of lines. I think this word like 12 or
14 or something like that. So that's why we
don't have as many. Just double-click on the back and that's going to
unfold them nicely. Pointy bits are always tricky, as we've mentioned
throughout the whole thing. Now this one, you saw just one code right
there on the back. It will be more than
enough. Same for this call. This call has no back, so we really don't need much. If we take a look at
this and we see control you control L. That's it. Front, back of the spikes, the skull, and that's it. The belt buckle is ready. So that one's ready. That one's ready. This
guy is right here. Should be fairly simple. Should be fairly simple. Why? Because we have
a central mine. Central lines are going to be
super important right here. Oh, we got a little bit
of a spiral down here. That's fine. If this happens, don't worry, don't panic. We're just going to clean it. We're going to press Control
and manually cleaned death spiral because eventually it will connect in some points. So for instance, here's
where I see that it's doing the weird jump weed control. I'm just going to erase
those and then just manually draw the line
right there. There we go. So now that should be front
and back and that's fine. These are gonna be big, big sections, bigger surface areas. So be careful with that
one. Same with this one. Let's select uv, 3D cut. We should have a central line. Perfect. No spirals, That's
great. That's done. And finally is this one
right here, the middle one. So uv 3D cut, central
line, perfect. Let's go with this
guys right here. And are very low poly, this guy should
already have its own, but if it doesn't, we
can just recreate it. That's fine. The most
important thing is we want to come like straightened
down as much as possible. There's one uv 3D cut. And we're gonna go same thing like front and back like that. And I do recommend, especially for this
belt right here, to divide it in two so that we don't have super long
elements for the rope. I think we can get away with it. So that's it. That one's ready, ready, ready, ready, ready. Let's go for the
necklace. So necklace. Oh, actually, I made a mistake here with the
necklace is a very, very, very dense one. That's way, way too much. We have 11,000 triangles for just a single element
that's no Bueno, but we have our
script, remember, so we can grab one loop, use our script,
control and delete. That should minimize the loops. Do it again, Control Delete, and probably do it again. There we go. I'm just
going to delete that loan. So letting me delete that one. Delete that one.
There. There we go. We like almost a decimation
there. That's great. So now there's one uv 3D cut. That's the cut right there
on the back, That's perfect. Then we need a cut
on the inside or on the bottom side like that. And I would again, probably
add a couple more cuts, maybe two or three. I think one there's
finally have two sections. And that should be,
should be good. This guy right here, uv 3D cut, we're going to cut the inside, outside and on the
center like that. And then this outer part, we probably want to split the
whole thing to be honest, just to make it
easier like that. Then this thing right here, it's kind of like a cylinder. So we're gonna do the base, just like connect
them like that. So we're going to have the looks sort of like a front
side and a backside. And finally, this
piece right here, which also looks
like a cylinder. Uv cut. This guy right here. Like another cut right here. It's a very low poly elements, so it really doesn't
matter as much. We don't want to cut on
the back to make sure that we have as many of the
seams as possible. There we go. Now we can grab
all of these guys again. Uv, UV editor, control, you, Control L. There we go. Same deal. Let's take a look
at the textual resolution. So get 1.8 is still
a little bit low. So either we decide to
bring every single piece, including the body
and everything lower, or we're going to have to
use more maps together, a little bit more resolution. You can see here
some of the pieces are having a level of an issue, but everything is proportional. So we are doing what we're
supposed to be doing it, this is the way to
follow this process. Let's hide that one real quick. And I think the only bits that were missing or
all of these guys. So let's do them
as a single piece. I'm going to have, since
this is a single element, I'm just going to
grab this name. I'm going to call
this thyroiditis, shoulder shoulder
armor, low group, which of course has a
couple of extra things. But yeah, this is what we get. So same process,
grab everything, UV, delete UVs, grab everything. Uv, planar, camera based
projection, and we start. So let's start with
this one's simple. We just do through the center. So we're gonna go uv 3D, cut down the center, down the center here where my
knee to help it, like that. Same deal here is help it. And that should give us
both sides of the element. Some people for this
very sharp objects, especially like
here on the tips, they do like to cut like
one extra line right there, like that guy. And that guy. That helps unfold things
a little bit better, especially on the pointy
side of things. Down here. I really don't mind
as much, but again, just like cutting
these lines right here helps a little bit. Okay. So if you're having issues with the
with the unfolding, doing those two
extra cuts, right? There might be a good idea.
Let's start the skull. We've done this color already, whether we're going to
have to do it again. So uv 3D cut. And if you guys remember, the process was very simple. We go to the base of the horns, horns where we have
the little stars. So for every topology, there we go, there we go. And then I'll probably cut them side-to-side like that. Then this one probably in half. We need to cut this hole. So we cut the hole. And then we should have a very, very like a relatively easy line going through the
middle of things. You guys remember all of
this line, There we go. Then here you can just connect. Just make sure to clean all of the extra edges
that we don't want. Sometimes the mouse does like weird things that
we go over here. We connect right there. This guy, which is
now very carefully, it's kind of like if my is
trying to find its own way, but It's really dumping, doesn't know how
to do it properly. There we go. Now we need to continue
this. Like line. The back. We go. You can see pretty
much the topology just flows by its own. As long as you have a proper re, topology is just, it just works. Actually, this one
went a little bit haywire. There we go. That one, That one. There we go. That's it. Now, of course we finished that one
up and that's gonna be the bottom part of the face, that top part of the skull. We really don't need
to unfold the nose. I think some people again, they do like to do it like that just to help with the
overall surface volume. Sometimes even on the eyes. I really don't think that
we need it for this one, but if you want to do it,
That's another option. D 0 T. I hate doing this. I hate doing things because
it's so many, so many cuts. But let's go. So
we can try doing objects symmetry, object z. Let's see if it works. Uv 3D cut. Now it's not working. So yeah. So teeth again, not
that big of a deal. Just half-and-half. Very important here. As if you remember, we did this with like an
automatic tree topology. So we're probably not going to have like perfect
loops everywhere. But if you have the
perfect loop, just, just go for the perfect loop. Not a big deal because again, I will show you how to clean the edges inside of a substance. So yes, some of this edges
are a lot more prominent, are a lot easier to
see than others. But I'm just going
for simplicity here. For instance, we have a spiral. So I'm just going to
grab a different one. Go there we go. There we go. Spiral
scrub a different one. Usually teeth have like
blood and grime and thanks. So you don't really see that this things go. There we go. There
we go. There we go. Now UVs, I don't find
this to be as boring as, as we topology, but they still strongly recommend that you
get the nice playlist going. Because it does take time. Like, I think we've
been doing this for like an hour or something. So yeah, it's, it's not as boring as root topology,
but definitely, it's definitely time
consuming. There we go. There we go. There we go. Here for the spirals are rather have an uneven loop than
a spiral, to be honest. I'd rather do like those, like we're a little
cuts here and there. Rather than to have a spiral. Here we go. There, we go side to side. That will be the ideal.
Like if we were, if we had done this with manual rate topology
and not automatic, the ideal thing would
be to have like with the fingers just one line
that goes through the middle. That's such a small detail. Sometimes in production,
the ideal is not. It's just not possible
due to time constraints. So you have to deal with
what you can. There we go. Cool. So these guys are done. This goes down, this goes
down, this goes down. That's got the job
through the UV. This is a very, very simple one, just down the middle. And as you can see,
that's pretty much it. If we want to sort this
out a little bit more, we might wanna do
like half and half. That's going to again
make it a little bit easier on the topology
to other things. But I think, I think once
we do the organization, we might not need to do that. This one is metal, but
also this is very square. If you remember, we like,
we did this on purpose. We didn't give us
much subdivisions. So we gotta be very
careful here with the with the UVs because we want to
hide them as much as possible. Just follow the whole border. Good, down. There we go. So that's should unfold nicely. We might get a little bit of distortion here on the corner. We can try to cut another one, but I don't think
it's necessary. And these are cylinders. So even though they
are cylinders, you still want to give them
a little bit of a cut. Maybe not all the way there. So let's just cut
it right there. And probably we do
want to separate that from the from the jar. So like that. Cool. So that's done for patch. That one's easy. It's just down the
middle. Right? It's just the shape
of the shoulder. It's just down the
middle. Now, I'm not unfolding anything as
you might have notice. And the reason I'm
not doing that is to just move a
little bit faster here. I'm definitely going
to cut them on the middle that, for that one. And for this one doesn't
have a central line. So we're gonna have to
manually select those guys. Oh, we have, It's not a gun, but it's a weird
face right there. Interesting. Maybe I missed on the
bubble something. There we go. So
that's the one here. I would definitely
do this one like on a card right there
under the loop, just to make it a little bit
easier for the whole thing. It's gonna be front-back
and then front and back for this little
thing right here. This two guys ready? This guy's center,
center inside, inside and the little triangles. I don't remember if
they are yes, that way. Okay, so there's solid. So since there are solid, we're going to have
to do UV and cut them across there like
symmetry plane like that. Okay, so it's gonna be the
front and the back of the of the little diamond thing.
Let's hide that one. Okay, almost done. So this guy, again, fairly easy. Hopefully by now
after we've pretty much done with the
whole UV process, you guys understand
the whole thing. This gets even DC. Start with this one. So it's like cap, cap, cross camp across. Careful I normally like
to cut the caps first. Because if you don't, when you cut across,
you get a Pac-Man. You get the Pac-Man.
On the caps. We go This little triangles
right there. So that's done. This guy. Just front and back,
that's pretty much EC. They're sphere we don't need, It's already cut in half. We do need to cut
the cylinder though. Sometimes you really
need to get in there to get the proper cut. There we go. There we go. Finally, this guy
right here, uv 3D cut. There, there, there and
there, there and there. Perfect. So technically, technically we should
be done with all of these guys right
here. There we go. We go UV editor, of course I didn't
default everything, so I'm going to press
Control U to unfold first, Control L. And what are the
things that I'm looking for, this sort of thing where
things are not perfectly God, we're gonna cut work, of course going
to have to unfold again like this
thing right here. I'm not sure what this piece is, what I'm definitely
know that this like some sort of circle that
I didn't cut properly, like this piece right here. I don't want to cut
that part of the blade, so we're going to sew back. And this is the one of the tricky parts
because you need to, It's kind of like
find the Waldo. You need to find the specific. Like you just need to observe every single UV and see if you see anything
that's slightly wrong. Lets you control you
and Control L again. Go to another control
L. There we go. Now let's check the resolution that we have for these guys. So we get texts, get 2.5. So this is a little bit better. This actually would be, I would say on the area
that they think is proper. So I think this one we
can leave like that. So all of these elements, they can be their own. There's gonna be
its own material. I think that one properly
covers the amount that we want. So I'm going to stop the
video right here, guys. And in the next one we're
going to talk about the textile density and how
to make sure that everything, everything, everything,
everything fields and the is exactly as we want. So yeah, hang on tight and I'll see you back
on the next one. Bye bye.
57. Defining Materials: Hey guys, welcome back to
the next part of our series. So we're going to continue with the finding of the materials. We need to find out the
specific way in which we are going to be like preparing
all of our materials. So for instance, if
we go to the body, which is probably the most important
part of the character, we know that we really
liked this material. And if we get the textile
resolution, we're at 2.27, we might get a slightly less.
What's the word at textile? Because we introduce more stuff. But we're really, really utilizing most of the
elements in that. I do think I want to
keep all of these guys here for one more very
important reason. That is a subsurface. All of the things that we
have right here will have some degree of subsurface
scattering on the material. So that's why I want everything to be in
a single material. This is, again,
performance-wise. It's going to save us a little
bit of headaches later on. But yes, we're not getting as much density as we want now, is this bad density? Not really. We check the character
right here and we assign the UV checker, you know, as we've seen before, that way you can
really get really, really close and you're
going to have to get to this level of closeness to the character before
you start seeing some of the pixelation. So I think 2.5 is going to be the range
that we're gonna go. And what I'm gonna do
now is I'm going to grab this thyroids body group
and all of these guys. I'm going to
right-click. I'm going to assign a new material, or it's gonna be a material
Lambert and I'm going to call this M thyroid underscore body. So the body of thyroid
is going to be here now just for the sake
of what's the word? Just for the sake of clarity, I am going to give this a color. I'm going to go for like a
pastel red color like this. Okay? So that's gonna be just again, just so that we see something
that's a little different. Not everything is great.
Now let's jump to this guy, which is the one that
we just finished. If we take a look at
this guy, first of all, I can see that we have some
empty space right here. And if I get, I can see that
we're a little bit above a deep character and that's not something that you want to do. Now, this guy is if you remember where on this prompts
element and they were like, Hey, we're alone, we don't
have anywhere else to go. These guys right
here. Well, we could bring them into the shoulder
armor elements right here. Well, the shoulder armor group. So now all of this guy's
a or single group. Of course, if we now go to
the UV editor and we unfold, and this is horrible. Okay, So this is horrible
because I just forgot to save, but I think it's gonna
be able to save it. It seems like they were
able to recover it. So let me pause real
quick and open again. Unsafe. Okay. So it seems that Maya
was able to save my file, which is not normal. I'm really lucky right now. So first thing I'm going
to do File Save Scene As, and we're going to
call this setup scene. And let's say 001. There we go. That way we, we
have a better seat. Now, the reason why this scene
is so heavy is because we still have the good
high polys over here, if you remember, I think they're here in group one right now. Yeah. So that's why
they're so heavy. So we have the material here. Let's go again for this
case right here, UV editor. Now before we do anything here, I'm going to just select all
of these guys and delete history that might help
with the processing. And again, Control L. Now every single piece, all of the bandage, all
of the things are here. Let's take a look at
the transform and let's see how much
points do we have now? 2.1. Okay, So this is perfect
and as you can see, we're utilizing a
lot of the elements. We have the straps,
we have the bandages. So this is great. This is going to be all of
this process right here. I'm going to assign
a new material, Maya Lambert, and this
are gonna be called M. Let's call this top props. Okay, that's gonna be the
name of the material. And let's give it a nice
pastel green color. So that's gonna be
my other material. Seems like. Okay, it's weird. Okay. So it has the same
sorry, it has the same color. Now let's take a look at
this case right here, which as you guys remember, we already had the
number gets one point, they disguise her
a little bit low, so we need to find a way to give them a little
bit more resolution. Now, here, the
main issue I would say is that there's
a lot of empty space in it might be due
to some elements like this guy right
here that are occupying a little bit too much. So I'm gonna select
this edge right here, cut and cut that one. Let's try another
layout. Control L. There we go. So as you can see that like push things a little bit better. And now we get 1.9 were
recovered a little bit more. Here's where Maya does
a really good job, but sometimes it's not enough. And you can definitely
manually move things around. So for instance, if I
do this and I say get, now we're really at the, at the amount that we need. So the only thing I need to
find is to find a way to get all of these guys into a single, into a single element. That's one option. The
second option is to go to the other material which is
as high the body for now, let's hide this guys. So we just have 1.2.
Okay, let's go to this one right here
and let's check what the number is for this guys. If we check the number
on this guy's 1.7. Okay, so that tells me that
the we need more space in that probably means that
we need more materials. So I'm going to select
the color, the rope, the belt, the pads. Advantages over here. I think those are
going to be at, whereas I select all of those. We're going to lay
them out on this one. So now if we get 3.1, that's even better than we want. So we can add more
stuff to that material. So let's add this
guy is this guy, this guy is this guy as well. So all of the little
bits and pieces, we're going to add on a
new control, LLM 2.9. Okay, so it's gonna
be slightly bigger or slightly higher than
everything else. But we are going to have
them as another object. So let's grab them again, or actually let me just grab all of the other ones which are, this guys are right here. The failed Shift P Control G. And this is
gonna be another group. Let me hide it for
just a second. So all of these guys Shift P and they're gonna be
thyroids, body prompts. We're going to call them Not necessarily
not Bali province. Yeah, that's fine. We
can use that group. Was the name of the other one. The other one.
Shoulder armor. Okay. So this is gonna be we can't use the lower if
we can is just a group. So we're going to
call this lower body prompts low group. Perfect. Me bring the other
ones because him getting a little
bit confused here. There we go. We've got our body, this guy. And then all of these guys. Now to all of these guys, we're gonna assign a new
material, Maya Lambert. Let's use like a pastel blue. There we go. So that's gonna be, that's gonna be another
set of elements. Now this guy right here, it's gonna be the
last set of elements. Or actually the,
this guy, this guy, this guy, this guy and this guy, it's going to be its own group. So let's group that
and Shift P to get that group that's going
to be called belt. So it's gonna be the
heroes belt low group. There we go. Now let's take
a look at how this thing is. Look on the UBE side of things. So control you, control L. And if we get to,
okay, that's fine. We're at two. So we're close to the elements for
textile resolution. You really don't
need to be exact. You want to get as
close as possible. Okay? So I know some people
will get like very, very perfectionist about those. Like not everything should
be the exact same number. People like the audience, they normally don't see
that sort of stuff. So, so don't worry if things are not perfectly,
perfectly like that. And finally, the
tail and the legs, which are big areas,
v6 surface areas. They're going to have their
own stuff right here. And we get 1.9. So as you can see, a
little bit low, but it's, these are parts of the
character data are not as important because there
are gonna be covered, they're covered by a lot
of stuff. So that's fine. Again, that is perfectly,
perfectly fine. This is gonna be called
thyroid lower body, low group. And we're also going to
assign a new material, Maya land birth and is going
to be m zeros lower body. Let's throw in a nice
little pink pastel color. So it, this is the organization of my
materials for the character. As you can see, there are
a lot of things going on. A lot of things, but this
is how we're gonna get. This are the materials
that we're going to have at the end of the day, we're going to have
five materials. One for the body, one for the upper prompts, one
for the skirt, one for the lower body, N14, the lower props. So that's five materials
for the character. They're all going to
be for k textures, it is going to be quite dense. Again, remember, you
can always optimize, you can make the
texture is lower if the production that you're
working on needs that. But yeah, this is pretty much what we're
gonna be going for. The next step is we need
to start organizing the specific like
high poly model. So we're going to have to create the matching hypothesis
for every single parts. For instance, for the body here, if you have 1234, we need to have for high
poly elements as well. So on the next video, we're gonna be doing
that organization. We're going to start
creating the groups. And that's why we
have this low group, high group and all that stuff. Everything here, I'm going to delete history and I'm going to say File optimize scene size. I'm going to say, okay,
that's going to delete all of the groups that are not
being used right now. We have this group one, which is the high polish, the acts, which has
already been done. So eventually we're
going to have a lot of this little groups like this. Let's bring the shoulder,
arm or down here. I'm going to change the
name of this group. Two main hypotheses. We're going to be extracting
them from that group. And let's say real quick, our journey is getting closer. We're getting closer to
the texturing phase, which again is going
to be Chapter eight. All chapter is going to
be full of texturing. So hang on tight and I'll see
you back on the next one. Bye bye.
58. Preparing Material Sets: Hi guys, welcome back to the
next part of the series. Today we're going
to continue with the preparation of our sets. So I'm going to organize this in order of importance is gonna be the body
than the shoulders, then the belt than the lower body, and
then the lower price. That's how we're
going to have in, eventually we're going to
have all four structure here. I'm gonna grab all of these
guys and just hide them because we're gonna be
focusing just on this one. Let's open up the group. Let's open up our high polish and we need to bring
in the hypotenuse. So I know that we
need the horns, the mouth, we don't
need the eyes. I don't remember
what this one was. Okay. Perfect. Yeah,
that's the body. So we need the body. We don't need the bandages, but we do need the hands. And that's it, right? Mouth, horns, the
body and nails. We need the nails. So
the names right here. Perfect. So I'm going to grab all
of those guys right there. I'm going to Control G to create a new group
of those guys. And then I'm going
to Shift P to get the group out of the,
of the heirarchy. We no longer did
that one for now. We're gonna move this
up, copy this name, have it right here. And this is going to be called
thyroids body high group. Now if we open up,
we're gonna know this that first of all the
names are not the same. So let's change the names. This is gonna be nails. Hi, hence, and a body
need to be combined. So I'm going to combine them. Merge right here. It's gonna be quite heavy. It's like 4 million
polygons or something. Let's delete history
immediately after we've done that combination so we don't
have any extra information. We bring this back here. And if this is
cool, I didn't like this goal being called
decimated low, to be honest. So let's call this body low. And now we're just
going to grab this. The name of this thing is
gonna be changed to body high. Then thyroids mouth is
just thyristor, mouth. Same for the horns. I'm copying and pasting just
to make sure that there's nothing wrong and
everything matches Perfect. Cool. Let's hide this
guy for a second. Look at this beautiful. So this is the big they
were going to have. Yes, there's a little bit
of something wrong here, but remember that all of
this is gonna be hidden by the advantages. So
it's, it's fine. And that what we're gonna do is we're going to assign some
materials for the ID maps. So if you guys remember, we already have our
primary colors. So I'm gonna select
this guy, right-click. Be patient because it
takes a little bit to process, assign
existing material. And this is going to be a wrath
that we go grab this guy, Right-click, assign
existing material. And this is going to be a green. Grab the mouth. Mouth, assign existing material, and this is going to be yellow. And the nails. An existing material. We're missing one or
missing the blue. I think I'm going to grab
that Lambert eighth and this is gonna be the new
blues from glycolysis n blue. There we go. Now,
hopefully some of you guys have been very
observant and you're like, wait a minute, there's
something missing on the horns, on the hypotenuse that
we had for the horns, the, we had some bandages. We had the armor. We need to add that
we don't need. This guy is, this little guy is remembered where they're
no longer needed. We can actually
delete them. But we do need these two
guys right here, the bandages and the armor. So I'm going to grab
these two guys and bring them all the way or actually let me just shift P to get them out of the parent. I'm going to get them
here into the high poly. And since we already
have the names, we grabbed the horns
first and then those two guys, we combine them. So this is gonna be Horns. Hi, but this is the
important part, is one of the most
important parts, I would say, as you can see, this guys have a blue color. I think that all of the
hypotheses have the land per day. That's why they have
the blue color. But it's very important
that we have this. And I might even be tempted to give them
slightly different colors with how can we give them
different colors if they are already their own material? Well, there's a
couple of options. First, we can go back a couple
of elements here before we combine and give
them a new material, which I'm going to
assign new material. Arnold, sorry, Maya Lambert. Call this m her poem. Let's keep them sort
of like violet color. And then this guy's
assign new material. Maya Lambert M. You can also use
black and white, although I don't recommend it. Let's call this light. Blue, is gonna be
this one right here. Now, it is important
that we tried to keep every single piece as separate colors because
the selection is just going to make it so much easier if we do it like that. Otherwise, you can
have like this. Those could have been left blue, but then when I select those, I'm going to have to
paint out at the nails. And it's just an extra step
that we might not want to do. So there we go. We just delete the
history right here. We grab this guy and bring them right here into the high group. So our high group is ready, are low group is ready as
well. Let's take a look here. Everything seems
to be in order for one final check
here to the UV is to make sure that we
have things properly done and we can already export. So I'm just going to
select all of these guys. Well, final thing we need to make sure that this
guy's all share the same like material
thyroids, body perfect. We can go File Export Selection. And we can export this
and do a big test. However, I'm not
going to do that yet because I want to
try and see if we can get the whole character
in a single substance file. I know that it's quite
heavy to do that. It's going to allow
me to explain a couple of other
things about texturing. So we're going to try to bake everything
from a single file. So this guy is ready, but we're not ready
to export that one. That's the first one. Let's do another
easy one for now. Let's do like the, I think the lower body
might be a good idea. So let's hide this real quick. Let's loot the lower body, which are the pants and
a tail, and that's it. So we go to the hyperbolas. We go to the tail,
tail. There we go. So we want the tail, we want the tail blade. There we go. We want we don't want the tail bandages nor the
armor spiking or Germer. We want the clause,
the leather scrap. We don't want those bandages, but we do want this
wraps right here. Those are important
top bandages as well. Yeah, we want to
capture that one. This is the perfect Yeah, we want that we want that left arm straps
and that's okay. So we just grab all of these hypotheses that
we have right here. Control G, Shift P to
get the group out. And we're going to
rename this to thyroids, lower body underscore
height. Perfect. Now we bring this up so we can work with this
a little bit better. Here we go. The big thing is, well, we have a lot of things right here and just two
things right here. So for instance, the tail is
just the blade and the tail. So I'm gonna grab the thyroids
tail terrors steel blade. We're going to combine, delete the history and bring
this back in right there. This is going to be tail low. This is going to be
tail, of course, high. Let me hide this guy, Ralph, the low poly for a second. I'm going to grab
this guy, assign a new existing material. Let's start with the red. There we go. This one, Let's listen. We're going to combine
things we should, or it might be a good idea to just give things their
own color beforehand. Let's do red for the skin. So and everything that's
skin is gonna be, it's gonna be yellow. This is going to be light
blue and blue. There we go. So as you can see, we gather a little bit of something
for the whole thing. I'm a little bit concerned
about this guy right here, like that thing right there. Then show you very quickly
how to solve this. You can use soft selection. And we can try to select
one of this case, press B and we w just slightly
pushed this in because otherwise that might generate some like weird base
on the elements, similar to what we were
getting on the next cell. There we go. That I don't care
too much about. But if you want to
be super precise, W, just push all of this n. That's just gonna give
us a way better bake. Remember this is the high-quality
that we're modifying. So nothing should
change on the low poly. Same thing like there. And grab that face right
there and just push it slowly out to avoid as many of
those like ugly overlap. So that's what we have. All of that information is
going to be baked down. So not too worried about
moving things just slightly. And all of this, we're
doing it on the high poly. There we go. Cool. So
everything else looks good. Now. Yeah, we'll just
grab the whole thing. All of this except for
the tail of course. So all of these guys right here, and we're
going to combine. And this is where things
can get quite heavy because of the amount of
geometry that we have. So if you're having issues, you can again decimate this even further or split it
into more parts. Thyroids likes high terms
like Luther was like 13. There we go. So yeah, that's it. The Alexa are done as well. I'm going to stop the
video right here, guys. And in the next one, we're
going to continue with the, with the rest of the hypotenuse. So this is the drill we combine. We give them the
colors that they need and we prepare everything for the final big that
we're gonna be doing. So hang on tight and I'll see
you back on the next one. Bye bye.
59. Finishing Material Sets: Very well. Let's continue now with the last material sets
that we need to do. This are gonna be
the, the tricky ones. I would say we already
have the body, we already have the lower body. Let's now go with the belt. So if we take a
look at the belt, we got the main like leather
things and some other stuff. So let's go to the hypothalamus. And thankfully, due to the
way we have things assign, it should be fairly easy to
find the things that we need. So it's all of those
guys right there. And then we've got the main
belt with the square details. Those are important. We didn't not captured those on the low polytopes are
going to be baked down. We've got the bells call, we got the border,
the base spikes. We've got the top. Honest. That's the other stuff. We've got the stitches,
those are important. We're going to have
all of those stitches on this side right here. Border belt. And I think that's
pretty much it. So yeah. So now I'm going to grab all
of these guys right here. Let me just double-check to make sure that we
have the proper things. It seems like we do
Control Shift P. And this is gonna be the
thyroid most belt high group. I'm going to hide this
guy for a second. And first we need to of
course, assign the colors. So all of the skirts, let's give them
like a green color. Just give them a red color. They are like the
contrast color, so they're like a post
colors on the wheel. So the masks should be crisper. This guy right here, Let's
give it the light blue. This guy right here
is also leathers, so that should be green. And then all of this metal
beds should be like yellow. Yellow. And we can keep the
rhomboid shapes as, as blue, that's fine. I can see a couple of things
that they don't like. This guy right here. Again with soft selection. Make sure to hide any weird overlaps that you
might see on the high poly. Like all of those guys see that. So again, just a
little bit there. You don't need to exaggerate
it just by pushing that. That should be more than that. Now, here, this is a belt,
this is Mall building. We have some also going
to give this a red color. Actually, let's give
it the purple color. That's a belt. It's not we did not
capture that on the on the information right onto the low
poly information. But it is definitely
going to be important. So if we take a look at
the thyroid is a belt law. We have a couple of skirts
and then we have the belt. Belt and the belt buckles. So we know that we
have skirt see here. We definitely need to see to
know which ones they were. I do remember that I
did them left to right. So that's a skirt a.
So let's grab skirt a. And it's this one right here. So it's gonna be skirt a high. And then we've got scared to be, which is the central one. Sqrt be high. And then we've got skirt scene, which is this one right here. Skirts see high. The big question here is, what are we gonna do with
the stitches, right? Well, the stitches
should be with the skirt that they
are assigned to. We're going to combine
those, the history. And that's gonna
be skirt a high. Okay? So they're gonna be part of the big because we want
them to be on the normal and we want them to be on the middle collusion
and everything with that particular skirt. Then we have the
leather border belt, which if you guys remember, It's pretty much
together with the, with the square detail
and the belt itself. So all of the species
we're going to combine. And over here it's the belt low. So there's going to be
built high right there. And the history to
remove any empty groups. And then all of these guys right here are also going
to be combined. Now, there's one thing I'm
seeing here and that's the fact that now we are
matching them, okay? Okay, where we're matching is
slightly off. Slightly off. We're going to have
to see how the brakes work but should work fine. So that's gonna be
belt buckle low. And therefore this is going
to be belt buckle high. As you can see, by
keeping things organized, it goes relatively smooth. It's not that time consuming. Now, let's hide this
one right here. And everything is looking good. Like we know that we're doing things the way we're
supposed to be doing things. That's the belt though. Let's have the high on top. So we're gonna have
high, low, high, low. And yet we just need to
continue going with this one. So let's go with the
shoulder prompts. Let's bring them in. Let's turn off these
guys right here. These are quite a
bit more, okay. Very, very common. Okay. So I know that's the hand armor, the bandages, all
of these bandages, the arm straps, not
the feed bandages, not the knee pads. It's all of those guys. And of course, all of this call all of
these guys as well. We don't have chest belt because remember we rebuild
this from scratch. So these guys are, are new. I did forget to give them the mesh display,
soften the edge. There we go. So this is
our guys aren't used, so we don't have them
same for these things. We don't have high-quality,
so there will be certain objects that we don't
have high, high policy. I think this is the
first time that we're encountering some of this and I'm gonna explain what
we're going to do. We've done this before,
but I'm just going to re-explain it again. So I'm gonna delete this eyes. We don't even need them. And I'm just going to do a
quick check here to make sure that
we're not missing anything and it seems
like we're not. So we grab all of these guys. All of these guys, there we go. Control G, Shift P. Close this for a second. If we take a look
at the shoulder, arm low group, we have a lot of pieces and
now it's the opposite. We don't have the same amount of pieces on the high
group that we, that we do on the low group. Can we do something about it? And the answer is yes, we
can grab the pieces that we don't have as many off
like this guys right here. And even if we're not
going to have a high poly, I would still
recommend duplicating them and getting them
under high policy. So there's a high
poly equivalent because we're gonna be
doing the matching by name. If you're matching by name and there's nothing there matching, then you're going to
have some issues. We're not going to smoke them. We're not gonna do anything. We're just going to have them, they're going to
represent the high poly, even though it's the
exact same element. Okay, so we're going to do that. Now. Let's start assigning
colors first. So on this side right
here, wait a second. Where are they? At this? All of this and delete hidden. Okay, yeah, my bad. So what happened here is all
of this loads that we got. They have some transformations
if you guys remember. So well, especially discuss right here they have
some transformations. So I'm going to unlock them for some reason, they're locked. We need to bring them down. So on this grid right here, or on this thing right here that probably had some
sort of electrons form. That's fine. If we can't find them. The old school approach is to just like literally move them. It should be the same like magic number that we had before. With a negative control B. They're just going to say minus. We can tie this case
again. And that's cool. So all the better letter stuff, these guys right here in
this case right here, I'm going to assign
the red color. So that's gonna be
read all the bandages, all the bandages that
we have right here, which are a lot. You're going to assign
the green color. This is also leather,
so let's assign read. All the metal bits are
going to be yellow. Actually, not that one. Like basic metal bits
are going to be yellow. Bone and teeth are going
to be blue is fine, but I'm going to keep
the teeth as light blue. I'm going to keep this
plates as purple. There we go. So again, the important thing here is we want to
be able to quickly select different parts
of the objects of the high polish without
having to paint a mask. So as long as you know there are colors and you
know where to find them. Any color that you choose
can work perfectly fine. Now, we definitely need to start cleaning things up,
things up over here. So first of all,
I know this one, this one was easy because
all the ones that say low should say high. So all of these guys would
just rename them here. There are ways and tools
to do it automatically. There's a search and replace
function here in Maya. I don't want to mess it up. So then we need to go back to the low polys over here and
see how things are organized. So for instance, I can see
that on the low polys, the hand armor,
That's an easy one. Let's just grab. I'm going to try to match
the same order as well. So the first one
is hard armor low. So this is going to
be hand armor high. Then we have horn
armor chains low, which are these little
guys right here. I think I duplicate it, those so they not. I think I didn't. Okay. So those would definitely
need to be duplicated. So we're going to
duplicate them. They're gonna be here. They're going to be chains high. And of course this
chain is high. We need to assign
the yellow material. There we go. So I'm starting and start hiding stuff so that I know that
we're done with those. And then we have chest belts. So it's chess belts, a and B. Chest belts, a and B. Perfect. I load. Then we have
chest belt buckles, high. Chest belt buckles, slow. Go for pitch high,
pitch low. Go. Then we've got the skull. So actually let's
do bandages first. So I'm going to grab all of this where it says arm bandages. Let's put them up
here so you can see the armed bandages or all of the armband that just
said if we got 123.4, all of those from
bandages should be the same. We combine them. Okay. And we delete history to
remove any extra groups. We copy the name,
paste the name. We go paste the name. This is going to be high up, this guy that goes right there. So we've got first patch
for pitch and then bandages slow. There we go. Bandages. Hi, there
we go. Let's see. Let's do skirt bell. Okay, let's do this guys. This things which
are also right here. So it's a metal chains. Those are ready. And those already left
arm straps are high. Left arm straps low. There we go. Lift
her arms, drop slow. This are going to be
left arm straps high. Careful there with the
naming convention. We go hide that one. That one. Get the key
chains, we forgot those. Control D, get them down here. Going to be high. Again, they're going to
be the exact same thing, exact same things signed,
the yellow thing. This is just to make sure
that when they are doing the match by name,
it finds something. Okay, so that's a key chain,
low, kitchen, high, cool. We should be left
with the skull now. So let's start. Upper teeth are pretty
low. So let's start over. Teeth are pretty low. So this is hi, sorry. Should be a pretty high. This should be upper
teeth low, high up. So make sure that the naming convention is
exactly the same thyroids yet Seems like you this
skull blitz low. It's called blades,
high plates, plates. And then it's a top
than the lower armor. And at the end of
John or as the top, then the lower armor. And then the job. And some of you who are very observant or you're gonna
be like way the second, this underscore low is
going to break it up. So let's change this lower to under skull, Under Armour low. Same for the teeth actually,
now that I see it. On their teeth low. And on their teeth, hi. We're still going to have to go into Substance Painter and check whether or not we have everything the way
it's supposed to be. What's here. Okay, cool. So let's just show
everything again. Make sure that we
have the exact same. I'm like We counted so I'm sure we have the exact
same number of things. We just changed the names
here to keep things organized is going to
be my high poly group. There we go. And there we go. So that's the shoulder group high and she'll do group low. Hide that one and height down. I'm gonna select all
by type geometry. I'm just going to
delete history. Hopefully this doesn't crash. Let me save real quick as well to make sure that
we don't have anything. And I know that we're
going a little bit over the last ten
to 15 minute mark, but I just want to finish
this in this video, we're just going to go for
the lower body prompts, which are fairly, fairly
simple. I would say. Some of them don't
even have hydrolysis. So we're gonna do a
very similar trick, this group right here. Anytime you are going
to delete something, make sure you check what
we have right here. So I can see that we have a paste that first
patch right here. I'm just gonna go
to my high poly. And we do have the full
picture right there. And the low poly should have
its first batch as well. So it's probably a duplicate or something just
going to delete. Now, that's the lower body. Pretty much all of the
things that we have right here are the
remaining ones. Like if we look here, that's pretty much all
the remaining pieces from the pieces that have
a specific element. You can see some of
the things that are not matching perfectly,
but that's fine. And the ones that don't
have such as this guy, this guy, this guy and this guy, we're going to duplicate and get them into that
glute right here. This group, which was our main high-quality groups now going to be the lower high group. Here we go. Let's Shift P to get it out. And let's start matching. So we got tail armor. Armor. Now this tail armor, as you
can see, has the spikes. So till Armour,
until armor spikes, we're going to have to combine history, get it to the top. So armor armor, high, bandages. Okay, It's a single
one that's great. Fit bandages. Let's copy the name. The name. That's the one. Knee pats
called Disney armor over here. So this is gonna be called
the armor knee pads. High horse. Okay. That's fine. We know
that those that have the the low or EC. So Nicholas course,
you'll load on the armor. It doesn't matter the
order by the way, you can have them anywhere. Let's just for for us. So belts, straps, I teaching,
high tail bandages. So let's see how we have
the tail bandage over here. We have till appendages
be and that's still bandages one so they'll
bandages below. It's this one which is high. I would guess. They'll bend just a it's going
to be this one. It's going to be high. Just making sure we
don't have any low, high or and stuff like that. Crystal was the low. Crystal. Hi. Nicholas, metal.
Nicholas Biddle. Hi. I'm just gonna change this
to die Rose belt strap. The name because everything
else has the name. So again, it's, it's a good organization process to keep everything in
the same name. Cool. So yeah, that should
match everything. I think we're not
missing anything again. 123 456-789-1011. 123 456-789-1011. Cool. So now we can hide the low for a second and we can just focus
on this guy for the colors. So I'm gonna use, I'm gonna do bandages red now. So these guys are
going to be right. And then the metals, as we've done before, all of the metal bits
are going to be yellow. So yellow. This guy right here, I'm gonna, I'm gonna
keep it light blue. This one, I'm going
to keep it to green. This one, I'm going
to keep it purple. This guy right here should also have a slightly different color, or we didn't have more colors. So I'm gonna keep it purple as well because it's far enough from the rope that if
we mask and we can very easily like a delete
or hide the rope, or actually we were missing
the blue. So let's keep it. There we go. Cool. So yeah, that's that's it, guys. We are ready for the bakes. We are ready for
our baking process. All of our elements are ready. Oliver, hi Pauli's have
their proper material. Let me show you here, which is bringing everything back on. We have our main sets are
basic idea materials, the bakes, everything is ready. I'm gonna, I'm
gonna, we're gonna use next video for the base. And I'm going to show you a
technique where we can bake every single thing in one go. So yeah, it's gonna be I hope it works the way I
am expecting it to work. But if it does,
we're gonna be able to texture the whole character, not the ax dx is going
to be a part where we're gonna be able to
texture the whole character in a single scene. It's gonna be a heavy scene. So if you can't replicate
this on your computer, on your projects, make
sure to split it up, okay. It's not ideal because you
can't see all of the stuff, but if it's another way to work, so yeah, hang on tight and I'll see you back
on the next video.
60. Final Export for Bakes: Hey guys, welcome back to
the next part of our series. Today we're gonna talk about
the final export for bakes. We're going to get
everything ready. So here's how it's gonna work. First of all, I'm going
to hide the acts. We already have that x squared and that's one of
the things that I would normally texture
as a separate piece. We're probably going to be starting with the
ax, by the way, because I'm gonna be
able to teach you some cool stuff about it. But here what I'm gonna
do is I'm going to group all of the high
poly groups together. So that's the body,
the low word, the belt, the shoulder armor. This should be the prompts
with the second column. So it's 123-451-2345. Perfect. Now I'm going to open
all of the groups. All of them, All of them. Low Pauli's and hypothesis. And what I'm gonna do is
I'm going to select the high Pauli's with the groups
and all of the elements, all the way until there. It's like the full
3 million cell. Know how many there were. I'm going to export
this lecture. We're going to
export the selection on our assets folders, on the main Bakes. And again, since I want everything to
be in a single file, I'm going to call this
thyroids High Poly, High polys, bake ready, FBX. And we export selection. The patient we're exporting, it seems 9 million
polygons here, almost 9 million polygons. So it's going to take awhile. I'm going to pause
real quick while this finishes and then we will
export the low poly. Cool. So now we're gonna do the same thing, but
with a low polys, we've got two groups and all
of the elements inside File. Export Selection.
It's going to be thyroid most low poly bag ready. Now having the FBX, this is also a great thing, a great tool because
now of course I'm going to save that one. I
want to have any issues. But if by any problem, let's imagine the worst. Let's imagine that the
Maya gets infected with a virus globally and no one can access the Maya files because everything is corrupt as well. We have the f v axis and f
vx is our system agnostic, so we can open those
instead of Blender. See the C4D ZBrush, like there's a lot of
places that we can do. So having other formats for your character is
always, always a good idea. I'm not going to close
this because we might need to do tweaks and changes. We know that. But we can already bring this into substance
and see, first of all, if we don't have any issues
with the naming convention, I think we did clarify most
of them, but let's see. First we're going
to say New Project. We're of course going
to select the file which is thyroid low poly. We're going to hit
open. We don't want you them for K is fine. But again, if your
computer is having issues, if you don't have
as much memory, you can work lower. That's fine. The only result, the
only difference is, is you're going to
have a slightly lower quality on the textures. It should be the same sort of like we're going to have the same sort of
like construction, but the amount of pixels
are going to give you a slightly lower HD feel.
I'm just gonna hit Okay? And what I'm hoping
to see here is, I'm hoping to see the whole character says that it needs you with data
in channel zero. I'm a little
concerned about that. To mesh thyroid, tail, armor high has no UV
coordinates. Okay. So let's see, where
did I mess up here? I'm going to grab all of
the low policy again. Let's isolate them since
it's looking for thyroids. Hi. Oh, okay. Okay. Okay. I see something
that There we go. So there's something
here tomorrow's high. Did I mess up on the selections? I think I might have
messed up into groups. So let's go back here. So it's high, high,
high, high, high, low. Let's hide the high
groups. There we go. Low. There's no low police here. Okay? Re-export File,
Export Selection, sorrows low poly
export. Here we go. File. Select iris, open. Okay, scarf. Okay, so we do get some errors, but the, what's the worth? The object is here. So, so that's good news. And this is the
interesting part. We get all of this right here. So first ever did I'm seeing
and this is why it was important for me to
do this final thing before we jumped into textures. First thing I'm
seeing, we forgot to add specific materials
to certain parts. So we have the body, we
have the lower body, have the top body prompts,
but we are missing. I think it was the belt
and this one right here. I do believe we did
assign elements. So if we go to the belt, for instance, it does have a material but
we forgot to name it. So let's call this m
underscore belt. There we go. And then it's this
one? Yes, this one. We're going to call
this M on their props. There we go. So again, we grab everything. File Export, Selection,
Policy, export. Yes. And since we haven't
really started anything, it's a lot easier to just
start again over here. Please open the scars. Again, we should have
this and there you go. So now as you can see,
we have this thing colleague texture set list, which are all of the available
materials that we have. And the cool thing about this is we're going to
be able to turn off things and focus on specific areas of the
element if we need to. And then just turn
everything on again and use those as a reference. So for instance,
if I want to add a little bit of dirt here, I can turn the belt on
and off to paint the skin and then just continue to like, what's the word to
perfect the whole thing. So we're gonna go into a
little croissant here, and we're gonna go
to our high polys. And we're going to use our
high-quality bake, hit Open. And let's see what we get.
Here's the moment of truth. He's we're going to see
whether or not we have any issues with the
naming convention. Okay, so matching by name,
we're going to enable it. And we have 11 things
that are not matching. Okay, so let's take a look. So we have the thyroid
armor low. This one. Okay. Let's start with
its tail bandage is a low Nicholas cord low. Okay. It's really weird, maybe did
like select things wrongly. Let's go back to Maya. So this is a high look in 4.4. That's fine. Low body
2.2, that's fine. Belt. We have 12345. Nobel have 12345. Okay, so, so far, no problem. It's probably here. Let's go again here. And as you can see,
the issues are on this side and the
low poly meshes. So we start with thyroids, tail are more low. Okay. So we look for it. Go over here. So this is the thyroid is tail, arm or low, it's under
lower body prompts. You should be here. Virus tail are high, so we do have it. We forget to select it. Maybe we did. I think I think
we forgot select that one. So I'm going to select
all of these guys again. All the way to here, right? That should be at the
five groups, 12345, cool. And let me re-export it
because I'm seeing that it's pretty much all of
the ones at the last part. So let me export this.
I'll be right back. Okay, So it's been
exported again. Let's go back here and I
think it's redoing it. If not, I'm just going to delete this and bring it back in. So thyroids high poly bag, ready, Let's do this. And let's see, we're getting some alarms
again. Nope, There we go. No matching issues, so perfect. Now, as you can see, we
got some issues here. That's the cages like going
a little bit too far. I don't really mind about those. I'm more worried about
the rest of the elements. Everything seems
to be quite nice. The only ones that are
giving you those are like purple things are the low
polish, the low Pauli's. I didn't have any sort of like it's a smooth
version or anything. We do have a little bit of
an issue here on the belt. Definitely need to increase the max frontal listed is
just a little bit. I don't want you increase
it that much though. So we're going to have to play around with
that. I will show you how. But let's do a very quick test. So I'm just going to bake and we're going to see
how things are looking. So right now, the
bank is only baking the normal map from each piece to its own piece
and it's going to go, it should go from one
texture set to the other. As you can see, we're not really getting any contamination. The ambient occlusion
is going to be affected by everything and that's
something that I don't want. So for instance, I don't
want the ambient occlusion from the necklace
to affect the skin. Because if the necklace moves in an animation or something, then there's gonna
be a really weird, ugly shadow on the character. So there we go. Let's take a look at the Bakes. And the first thing I
can see, it's not bad. Now this makes our
five K vales for 500, 512 elements are pixels. That's why it looks so bad, but I'm just looking
for big errors. For instance, here
under the bell, see how we had a weird error. Pretty much on
noticeable right there. So some really, really confident that all of the bits
are going to work nicely. Now let's go back to the base and let's do a
couple of changes. First of all, I'm
going to go to Ambient Occlusion and I'm gonna do self occlusion only same
mesh name because again, I only want the
middle cushion for each match each mesh
to effect itself. I don't want it to
affect any other meshes. If we need to paint things, will paint them manually. And now that we have that, the other thing that we're
gonna do, of course, is wearing going to vote,
go to common settings. And we're gonna bake
this at four k, which is going to
be quite, quite, quite big, but
it's gonna give us the best possible result
is going to look amazing. Other than that,
I'm also going to change the anti-aliasing to 16, which is gonna give us quite
a bit of anti-aliasing. And remember we're
making five texture, so it's five for k textures, 20 K In total of texture
space, which is quite a bit. But again, I want to make
the best thing possible. Now another thing that you need to understand
that both pigs is that you can bake
really high like a fork. If you're gonna be using
this for a mobile game, you just export everything at the end that five-twelfths
and that's fine. You're gonna get more
detailed by compressing down. Then if you start with
really low effects, okay? You never know later
on down the line. It happens very frequently
in nowadays in, in games where they do like
an HD version and stuff, you're already going
to have everything ready for the HD stuff. So let's make, this
is going to be for k. You can see how
nice the skin looks. Look at that. I may see this is of course going to
take a little bit longer. It depends on your graphics
card and everything. I have a 30, 38 DTI, so it's quite fast. Here's the ambient occlusion
only baking on itself. There's one other
thing that I wanted to do with sale for collisions, so I'm actually going to
cancel the bank to show you. There's this thickness option. And then the thing is you also
want only same mesh name. Okay, So now let's rebate. And yeah, let's just wait. Shouldn't take that long. As you can see, this
is really cool. The fact that we can actually
rotate the view as well to see how things are
baking is just amazing. That's the ID map.
We're now going forward the ambient occlusion, which is super
important as well, we will get that beautiful
ambient occlusion. You the full view of the form. As you can see, the
ambient occlusion of the, of the belts are not
contaminating the character. So we shouldn't get
any sort of like banding or anything that way. We can also have the
option of having the character with or
without the shoulder. Which is also another
really cool stuff. Yeah, Let's say we're
now on the position. I think that's the position. And finally, we're gonna go with the thickness,
thickness, thickness, ambient occlusion and normal are the ones that take
usually the longer. But as you can see, this
is 9 million polygons being baked by
Substance Painter, and it's not struggling at all. Of course, your system might
require different things, but usually, usually you should be able to do it without
that much of a problem. That's the thickness
mapped right there. It's giving us which parts are thicker, which
parts are thinner. And we're gonna be
using this map for some subsurface
scattering later on. Go. Oh no, sorry, actually
it's doing it finished doing the body and now it's doing
the other parts. So yeah, as you can see, it's going to take
a little while. It's probably gonna take
like five or 6 min, believe me guys, again, this is one of those things
that when I was a student, it took like 30 min, 1 h to do the full bakes. We were using x
normal back then. And it's just, it's just amazing how technology moves. Though. I think from what I'm seeing
right here that the Big Sur, like turning out quite nice. I just want to wait for them to finish and we'll do a quick test on the on the actual
painting side of things. But yeah, after
this, we're done. This is Chapter Seven,
pretty much done. We're going to now jump
into the texturing process, which I love texturing. You guys are going to
love this next chapter. It's gonna be a big chapter
because as you know, we have a lot of stuff, but I'm gonna try to
keep it simple and at the same time teach you some really, really cool stuff. So that's the lower
body prompts, I think, and I think
that's pretty much it. I think that's the final one
that we're we're missing. Because as you can see that
the final map that we didn't have doing the armor, I'm looking at the armor here on the tail to see if
it's doing it as well. Think of this. Look
at that beautiful. It's going to tell us,
well, that's the position. Finally thickness. And we are done
doing the tail now. Okay. Okay. So that was the normal force del wellsprings number
ID for the tail. We got the ambient occlusion. And that's it after a cushion which has
got the curvature, should be a fast one for the tail, it's not
that big of a deal. Another thing that
you want to watch here is you want to make sure that you can see the
same amount of data. Remember the texture resolution that we were talking about, the fact that we
are, or we should all be in a very
similar position. That's what we want. Let's go to the painting
tool and be ready to, to appreciate the
urine baked character. Look at that. Just
amazing, just great. You can see the
pores on the skin. We're going to add
more of those. And the most important
part here is look at this. I'm gonna go to the top body prompts and if I turn them off, we don't see any of those elements like
projected on a character. Okay? We don't see them. So that's great because that means that, that the shadow isn't
being predicted. We can always paint stuff in, like just turn those off and just paint stuff and
that specific area. But just like having the
ability to turn off and work on different
parts of the character is going to be super, super helpful for us. There we go. Look at that. The brakes on the legs, look
at that bandage. Remember the vantage
that doesn't exist. That's just the geometry,
but it looks great. If you see this character
walking in the game. I think this is just great. I'm just going to show
you one final thing. One thing I'd like
to do is I'd like to go into my smart materials. And there's one that
I really liked this. I think it's this where it's at. Like any, any sort of like, like even this bone
stylized effect because it gives some sort of like
metal which we're, so, what I'm gonna do is I'm going to have to go to
every single one of them. So here's just a nice
straight right-click and you can do something
called instantiate, a cross texture sets. You're going to
duplicate this on all of the other texture sets
so that you're gonna be able to see the exact same
material everywhere else. Look at that. It looks like a statue. And let's very quickly
save this file. Let's say this folder is going
to be thyroiditis texture. There we go. And we're going to render
I'm going to go to Ira. I want to throw in
a quick render. It might seem like this
is gonna be really heavy because we're thinking
about the high poly. But remember this is
already the low poly. We're only at 150,000 triangles. So it shouldn't be that much. It's gonna be warming up here. Let's just go to Ira. Ira, you say like write trace, the ray trace rendering engine here instead of,
instead of substance. And this is going
to allow us to see things in a, in a better light. So this is, this is a lot
closer to what I'm expecting to see in game like if we were to do a screenshot on the game, this is a level of
detail that we're expecting to have them look at the amazing silhouette
that we have. Just great, just great. Back view, the tail, everything. It's really, really cool guy. So I'm really happy with this. I know, I know it sounds
like a lot of advertisement, but I'm genuinely
happy as an artist to get to this point
of the process. I think my sorry about that. I think my computer can handle
the recording and the IRA. So I was just
mentioning that for us, for me as an artist
to be able to see a character at this
point, like being, being aware or being able to see that this is literally
getting ready for our, our game process is just
a great, great feeling. So now we're going
to start with the, with the creation of all
of the textures guys. We're going to finish
this as the final part, as I mentioned of chapter seven. And we're going to start
with chapter eight, where we're gonna be focusing
on all of the textures. Texturing is going to be all of Chapter eight and
then chapter nine, we're gonna do some quick
render setup inside of Maya. We're gonna do a quick
material and render setup. We're going to do the eyes, which I'm going to
show you a technique. They're usually done
as a separate piece. We're gonna be doing the
ice and after death, we are going to be talking about the beard,
does the final part, the beard and the for
that we need to add to bring back the older character
that we're accustomed to. So yeah, that's
pretty much it, guys. I'll see you back
on the next video.
61. Texturing the Axe: Hey guys, welcome back to
the next part of our series. Today we're gonna be
texturing the ax. And this is gonna be really, really fun project because
it's relatively easy, but we can get so
much out of this. So, so, so much, Give me just 1 s because I
want to show you something. So this x is really funny
because I was actually hired a couple of years ago
to work on this commercial. I unfortunately cannot
show you the acid itself. I do have it, but that was in
charge of doing texturing. And one of the texturing
things that I did was the AX4, the barbarian here. I actually did that
one from scratch. Other things I was just doing
a retraction and stuff. Let me see if I can get
It's supposed to be HD. So the ax was really fun to do because they pretty much gave
me a blank like modeling. There were like we need to
look at as cool as possible. There's a couple of
close shots here. You gotta make sure it
looks as good as possible. So I'm gonna be showing you some of the techniques that they use for that specific commercial.
You can look it up. It's the Diablo in mortal battle at home
screen commercial. So we already have
some stuff right here, but we're going to organize
this in a better way. We're going to start
today with the blade, which is probably the ED, like one of the most complicated
and at the same time, one of the easiest things I'm
going to delete the rest. We don't want that right now. What I'm gonna do is I'm
going to use a steel roof. I'm gonna look for a
steel roof material. One of the challenges
that I'm going to give myself is I'm
gonna make sure to try and use as little like costume materials
as possible so that everyone can follow
in case you don't have access to substance source. So this is the steel roof and the first thing I'm
gonna do is I'm going to create a group
control G right-click and add a black mask. And then once I have done this, I'm going to create a black
mask that it's going to select this polygon filling
person number four. I'm gonna polygon fill
the blade right here, and of course, the
thing down here. Now this is still rough,
we don't need it anymore. So the reason why I love using folders is that
everything that I do inside of this
folder is already masked with the in this case, as you can see, the AKS plate. So it's a very
comfortable way to work without having to worry
about masking more stuff. Now, if we take a look and
this is very important, reference is going to be
very, very important. Old steel like AKS for instance, we're going to find
a lot of reference about how the axis should look. And I wanted to go for this
very nice dark color thing with a nice effect right here. So something like this. Of course there's
gonna be more like interesting effects and
colors and variance, but this is roughly the thing
that we're going to go for. So I'm gonna go to the steel roof and the
first thing I'm gonna do is I'm going to
increase the roughness. Going to increase the
roughness and under color, I'm going to start
with dark colors. I usually like to start
with dark colors and then build my lights up in the texture so that
it's a little bit easier to find the
specific point. I'm going to bring the
roughness down a little bit. Probably like 0.55. Let's think. There we go. That
looks interesting. Now, as you can see, one of the important things about like this steel is a sort of like texturing effect
that it has, right? Like it has this sort of
like bumpiness to it. And right now my, my specific metal here,
it's very smooth. It looks kinda like a
stone or something. So here's where we can utilize the power of
Substance Painter to use different types
of elements in play with them to generate the
sort of detail that we want. So for instance, I have
this crumbling rock. They think this was not, I don't think this
is included on the unlike the basic folder, so let me use another one. Let's see what do you
have that we could use. Then we can use the concrete or something. It just stopped. Give me 1 s. There we go. So what's trying
to That's my bad. It was trying to
apply the same one. So I'm just going to
look for steel again. There we go. Cool. So let's just
de-select that right there. Let's go back here. So I'm going to
look for something like more to walk could be, but I don t think
that's the best one. Let's try let's try
this concrete the bear. So if we bring the concrete
bear on top of this thing, yeah, there we go,
That's going to work. So if you bring this
here, as you can see, this material has a lot of
information that we could use, but not the color, right? Or maybe not the color. So one thing we can
do is we can go here and turn off the color. And by turning off the color, we're only left with
the normal information. Look at that. Now we can increase
the tiling here listed like a three
tiling to get even more like roughness to
it, maybe not that much. Let's do two, and then we can get rid of
the roughness as well. So now as you can see, we're utilizing pretty much this exact same thing now here it seems like I
kept us really low. Let's darken this quite a bit. There we go. We're starting to get something that looks a little bit more interesting. Let's go back to
the concrete there. We have the metal. I'm going to get rid of the metal because the
metal is changing the way things are
being captured. Let's go right there and let's increase the
roughness a little bit. Now as you can see,
if for some reason it's getting a little bit slow, it shouldn't be this
slow, to be honest. We're not working with
that much resolution, but it's getting a
little bit slow. But we are getting a little
bit more visual interests. This is what I like to
call visual interests because instead of
just having a very, very smooth effect,
we're getting this. Now we know that this
concrete bear is helping or giving us this through
the height information. And here's the magic. We can go to the high
channel and we can play with how much height we want to be contributing
to the surface. So as you can see,
we can really lower this and create a really nice, interesting surface
without the need to really bring this into
a more complex estate. Now, let's go for the sharp effect that we
want over here, right? Because again, if we take
a look at the reference, you're going to see that
usually there's like a, like a nice polished surface on the front That's a
little bit lighter. So I'm still going to
use the steel rough. I'm going to duplicate it
to the top base color. Actually, let me just
Control D to duplicate. And this is still rough. Coffee is going to be lighter. I'm going to make
it quite lighter. And of course to
this one we're going to apply a black mask. And here we can go to our brushes and we can
use a brush such as this. I think the splash
looks really good. And by pressing X, we can reveal a
little bit of that, like, like clean effect
of the element like that. Now of course, I would recommend turning
distinct on which is the symmetry and changing
symmetry to symmetry C axis. You can see that line
is not perfectly there, but we can move it a little bit. We can use the, the settings right here. And we can move it
just a tad bit. Like minus points. Use your one. Should be pretty much there. Now we can of course, select to not show it. So I'm not gonna
show intersection. But we are going to have the symmetry, which
is going to have, we're just going to meet
need to make sure that we are properly painting
on both sides. There we go. Now, this
blade right here, I want it to be a lot smoother
than what we have, right? Because I don't want I don't want this like sort of damage that we have
here to be there. So I'm gonna go here, I'm
going to apply a white mask. And then I'm going to paint
out this area right there. And as you can see, it's
gonna give me a really, really nice and smooth edge. There's going to be having a
nice transition to the sort of like damaged
effect over here. Let's paint back a little bit of the chord and look at death. Like really abstract effect. That's what we're going for. That's gonna give us a
really nice effect overall. Now usually the blades tend
to be a little bit more, again, like less rough. So I'm going to bring the
roughness down a little bit. And what we can do is
we can actually add a filter here and there's
some very cool filters. There's one called the
anisotropic filter. So it's, this one's right here. So we have this matte galvanized,
grainy grinded hammers. And there was one
that's like a sit, like this rough
filter for instance. Let's see how that looks. And we can play around
with the scale. And that's also going to give us very interesting variation on the metal without the filter, as you can see right
there, it's very uniform, but with the filter,
we're adding some spots and the effects
that are going to make this thing look way
we sharpen like that looks really,
really dangerous right? Now if you feel like it's
a little bit too bright, which I do in the moment. I'm going to bring this down
a little bit in brightness. Still keep it on top
and I'm going to bring the roughness just a little
bit up, but look at that. It looks really, really nice. Now, very common things that we add to the
melt is of course, a metal edge where
beneath this guy, because I don't want the middle edge where
to be affecting this new like sharp thing that
we have beneath this guy. I'm going to go here to
the steel roughness. I'm going to add a field layer. I'm going to call
this metal etch. We are only going
to be using color. I just want to affect the color. It's gonna be a very light
color like this one. I'm going to add the black mask, right-click, add the generator, and we're going to
add a metal etch where that's going to, as you can see, like
really bring in a lot of the effects and
it's going to give way more, as I'd like to call it a visual interests of the whole thing. We can of course increase
this or reduce it. Well, I'm going to show you
one of my magic tricks. I've shown this before in
other platforms and stuff. But it's a very common trigger, a very common mistake
that people make. And that's when they
bring in or they use this sort of like
disinfect right here, this metal that's where effect, what tends to happen is that they just throw
within and that's it. They don't bother editing it. And there's two
ways to edit this. First of all, you
can right-click this thing and that
the paint layer. And you can paint out
certain areas where you would not expect there
to be as much metal edge where because these areas are not going to be affected
or they're not going to be exposed to the
outer edges as much. So there's things that are
closer to the border and maybe those rooms that we
have there on the element, we wouldn't expect there to be the same amount of
destruction everywhere, the same amount of effect. I'm also going to
remove symmetry here because I don't
want both sides to be. The exact same thing. So as you can see, I can
remove some of the effects. I'm also using Shift and
right-click here to, to move the light to
appreciate some of the close a little bit better. Because you can see I'm removing some of this damage because I don't want the damage to be
perfectly uniform everywhere. That's one way to do it. I'm going to show
you with the rust, another way to do it. Now we're going to add the rust. So again, very common thing you can see here on the reference
that we have as well. Very, very cool
looking like rust. Rust in this case is
tends to be quite dark. So I'm gonna go here
and the materials, and we're going to
add a rust fine. This one again, I'm going
to keep it underneath the main blade because I don't want the blade to be rusted. I want it to be like
super clean and polished. It's going to be on
this area right here. I'm going to add the
black mask and I'm going to add another generator. In this case, we're going to use the famous dirt generator. Now, the cool thing
about this generators, and that's one of the things that I always tell
my students to do. Always use blending modes to blend things so they look
a little bit better. Overlay works really, really
well because as you can see, it gives us this
darker, deeper color. I'm still going to
bring this down a little bit darker like this. And I might use the
overlay here to blend it in because I don't
want this to be super intense or
something like that. So as you can see, I never let the layers do automatic stuff. I always like to have a little bit more
control over how we are like blending
and adding stuff. So how are we going to make
this Rush look even better? Well, again, if we were to
increase the amount of rust, you're going to see that we're
going to have Ross pretty much everywhere and
that looks okay. I mean, it's not bad. Right? But it's very obvious that
there's rust everywhere and normally things don't
rust uniformly. There's always gonna
be certain spots where things are going to rust a
little bit more than others. And the way we can
control this is as we saw with the other
one by painting, or we can use the Fill Layer. I'm going to use a
fill layer and use a Clouds noise for instance, like this clouds to, I'm going to increase
the balance of this clouds and the
contrast a little bit. So as you can see,
what's happening now is instead of
using the rust, is using disorder clouds thing. Let me increase the contrast that's a little
bit easier to see. I'm also going to increase
the tiling a little bit. There we go. So we have a couple of more
clouds, something like this. So once we have this, what I can do is I can actually multiply this against the rust. So now only where the clouds
are presented or present, present, only where the
clouds are present. Will I have the Rust
C. So this is without the clouds Ross everywhere
with a close multiplied, only certain areas
will have the rust. This will give me a
more natural look because you're going
to have certain areas that are free of rust and they
look a little bit better. And that again, is going to allow you to make sure
that your creations, like if I were to share
this model with everyone, they use the exact same
like dirt and everything. They're gonna look the same. But by using this
sort of techniques and by creating some variation, you are going to
be able to create things that look
slightly different. And then on top of this, we can add the paint layer and paint out like certain things. Maybe the rooms are
being kept like I would expect the rooms to have
more rows to be honest. So I'm going to add a
little bit of rust and maybe some of these
areas right here, I'm not going to have
as much rust and we can just remove
some of the rust. And the closer to the effect, I would expect there to
be a little bit less rust and dislike
point right there. I would definitely expect
to be Eros right there, but maybe not as much again, maybe we can clean
some of that up. Lean some of that up to create something a little
bit more interesting, especially like down here. Then we can take into account
like advantages like okay, there's gonna be
this band is just gonna be filled with blood. So that tells me that
the way we're going to have a little bit more like rust on the areas where the vanishes is touching the,
the element, right? So, yeah, there we go. That's, that's how we would
add this sort of stuff. Now, let's, let's
bring in another level of detail because I really
like how this looks, but I think we can make
it look even better, especially here for the blade. And the detail that I'm
going to add is I'm going to grab the metal edge
that we have here. And I'm going to Control C and Control V. I'm going
to duplicate it. I'm going to bring
it to the top. I'm gonna get rid of this guys. I'm going to show
you another one. We're going to use a fill layer here for the mask, of course. And then this fill layer,
I'm going to change. I'm going to use a field. And there's a, sorry, I'm
going to use it, you feel. And on the fields there's
a very cool generator called the scratches generator. So there's this grunge scratch, there's this scratch, fine. I'm going to go for
the grunge scratch. And as you can
see, look at that, we get some really cool
scratches everywhere. Now the cool thing
about the scratches, we can go back here to the
height information and we can actually like engrave
this scratches into dx. There are now affecting, as you can see, the normal
map information of dx. And we're going to get
details that we didn't have when we were
sculpting the whole thing. We can change the scale of
the scratches and stuff, but I think this is
pretty, pretty good. I like how those guys
are looking here. I might change the tiling. I'm going to give
this a chuh tiling. So we're going to have here
under the crunch scratches, we're going to change
this to two tiling, so we have a couple
more scratches. I'm probably going to bring
the height lower, so -0.03. So it's not as intense
or something like this. And then of course,
I'm going to add a paint layer and I'm going to paint out certain scratches. I didn't want there
to be scratched everywhere, everywhere,
for instance, it doesn't make sense
to have scratches here on the inside because
that's not an area. You will normally damaged dx, right butt on this
leg, back part. Those extra scratches
right there. Those will definitely definitely
be part of the thing. Same thing here. Like
I'm the lead some of the scratches but leave some
of the other scratches. And here's word,
the word the like. I'd like to call it the
artist's hand comes into play. This is where you, astronaut
artists need to make those decisions to know where to place and we're not to
place a certain things. Okay? So, so far this looks really good as you can see from
what we had before. If you remember, the first, the first approximation that we have was just the
steel rough thing. So it was something like this. To this, it looks way,
way more complex. This is now looking
like a AAA game, right? Like a AAA asset for a game. There's one more thing
that I want to add, and this is a little
bit of color variation. If we take a look again at the
axis, you're going to see, or at least I can see that
there might be some green, some blues, some interesting
things here and there, so that we don't see jus, just
a black and white, right? So I'm gonna go up here and I'm gonna look
for any material. Again, he doesn't really need
to be a specific material. It can be any material
like this concrete again, I'm going to grab the concrete again and what I'm gonna
do with the concrete. So I'm going to turn everything
off except for the color. I'm just going to leave
the color right there. Then down here, we can change the hue of the color.
I'm going to go for. I think the character is
going to be slightly reddish. I think actually haven't thought about this
scheme for the tip link. Could be purple as well. There are so many
hues or maybe just like a traditional human skin. But I'm going to go for a blue greenish hue,
something like this. I'm going to bring
down the luminosity so it has a little
bit more contrast. I'm going to increase
the saturation. Look at that view of
the foot like this. It looks like a like an like an up CDN or like a
stone or something. And then I'm going to
add the black mask. I'm going to add a
fill layer again. And I'm going to add
some search like grunge something
or just the noise. I'm going to go here
again to the field. And we're going to add a, we're going to use
just the clouds. So I'm going to
look for a cloud. So let's do those coats. Klaus three, there we go. Look at that, that
looks beautiful. And what we can do here is use some sort of overlay,
for instance. Okay, look at how that blue gets impregnated into the metal, or you can try using
it like a multiply. That looks a little
bit more interesting. And this just something
that we can do here. We can of course,
change the balance. We can change the contrast. I'm going to go for
a soft contrast. And then of course we can
lower this intensity. So it's just, it's just a way to bring in a little bit
of extra color there, because without
this it looks very, I think it looks a
little bit bland. So by adding this blue color, it darkens certain
things a little bit. And it adds this extra level of complexity to the whole thing. You can do like a screen. Screen actually looks
a little bit better. And then just lower this quiet
low so that we get against some sort of like whew bluish
hues inside of the metals. Just that, again, those layers
of complexity that we can add to the element to create something that looks
really, really interesting. Remember to keep the edge sharp, that's very, very important. Keep this thing a
little bit more math. We do get the female ash words that's making it look cool. Some scratches, and
you're good to go. Dy, dx is ready. Here are the X plate is ready. In the next video,
guys, we're gonna be taking a look at the details, the width and the the bandages are so hang on tight and I'll see you back
on the next one.
62. Texturing the Axe Details: Hey guys, welcome back to
the next part of the series. We're going to continue
with the details. So I love this guy. I think it looks very, very nice. Here's
one thing we can do. By the way, if you want, you
can use this concrete bare, turn on the metal property, on the concrete bare, and then play around
with certain attributes. We can go all the way here
to the technical parameters. And we can just change, I think I want to
change the roughness. Can we change the
roughness? Now? One thing we can change
the roughness right now to turn it on though, because
you couldn't make this. I think I was thinking
you can make this sort of some sort of like
iridescent effect like oil, which is not that difficult. Let me show you real
quick how to do like oil spills or blood spills. We can add a very
simple layer here. It's going to be just color, maybe a little bit of height. It's kind of like a dark red is definitely going to
be roughness wise. It's gonna be really lower
roughness like this. Lack max mask field layer. And you can add a spots. So there's this like grunge
spots which are like blood. There's some that are a little bit more
uniform like this. Crunch spots dirty. There we go. Then if you make this metallic and then play this into normal
mode or overlay mode, it looks like some sort
of like a demon blood, I think metallics a
little bit too much. I'm going to bring
it down. You can play around with
distinct right here. As you can see, just a nice
little splashes of blood. They're very, very easy to add. This is the kind of stuff
that you might not want to add on the prop itself. You might want to have it as a mask or something on the game. So when you hidden
enemy, it appears. So this is the mass that
you will probably export. But you can see it here.
Let's go to the height. Just add a little bit of height. Almost nothing like points here. One is a little bit of like
smeared blood right there. You can go here. And I do think this
grunge hes like seeds. You can change this to find something a little
bit more interesting. But yeah, just an extra layer therefore for you on the blade. Now let's go to the woods. The woods, really, really fun. Again, I'm going to try to use as many basic
materials as possible. So I'm going to add
the black mask, that, that folder, and I'm going to select that guy right there. And they will look for wood. I'm pretty sure the
walnut is included on the basic materials. I'm also going to talk about some more advanced materials in just a second. There we go. So first thing that
we needed to do, and this is why the orientation
of the UVC so important. And we need to make sure that
the grain of the wood and off any texture we're
using matches the object. So we're going to
rotate this 90 degrees. And by doing that, we're
gonna get a really nice like movement or
elements right there. I do want to go for a little
bit of a reddish Woodson. I'm going to go more
towards the orange colors. More alive, probably a
little bit less saturated. So a little bit
older. There we go. And definitely refer, I'm definitely going to
increase the roughness of this word right there. There we go. Because what tends to be quite
rough, quite dry, right? Especially like the sort
of like old weapons, they tend to be
quite, quite dry. So once we have this, we can start adding more stuff. So for instance, the
classical is some dirt. And for dirt I'm
more often than not, like almost all the
time I used a rust. But one thing that we can do with the rust is we can remove some stuff like the metal
or some other layers. In this case, we're not
gonna do that black mask right-click black mask generator and we're going to
add a dirt generator. There we go. And this one, I'm definitely
going to change to overlay, which is going to darken everything as you
can see right there. I do want to increase
the intensity of the roster little bit more. And then I can fade this in
a little bit more like that. So as you can see,
that's going to add that sort of like
level to the width. I'm gonna go to the Rust itself. And there's one thing on the generator which
is the grunge amount. I'm going to reduce
the crunch them out. I don't want that much rust
on the inside of the element. I want more on the crevasses
and under big word, like for instance
there with the rings are actually showing. So that to me looks,
looks quite nice. Now again, looking for
references always important. So you can see this
would, for instance, it's a little bit like greener and I think that
looks interesting. So let's go to the wood
walnut and the wood walnut, and we go to the color. Let's go forward. There we go like less red, a little bit more like basic or greenish hue for the width. Now, here's where some smart materials are
really, really helpful. So I downloaded this
H teak wood material. I think I downloaded that for this one that we were doing
some examples with the ax. There are two main places
where you can download stuff. First of all, is
substance 3D acids. If you have access to an indie license with substance
source, which is like, I think like $25 a month, you get access to 30
materials per month, as you can see,
throughout the years, I've saved so many
like downloads. So I can then look pretty
much the whole library, but they can download
so many stuff. And if you look here for a wolf, you're going to find a
lot of really cool stuff. Old word rotten wood, like damage would like this. Cat Judah would like, there's so many
words that you can use and the height information, the color information
that you have in this thing is really,
really, really cool. So for instance,
that one right here, I think I did download
this H Tik from there. So if I just drop it in
here, as you can see, we're gonna get some really,
really interesting lines. So what can I do here? Well,
if you have access to this, you can of course,
rotate this around. It has the knots which
I really, really like. And I can just change this to
something like an overlay. Of course, like bring
this down a little bit. And now I've created a
material that's way, way more complex than
just that basic material, there is definitely
a little bit darker. So I might want to bring
this down or even, but one of the things
that I like about this is the extra fibers that we get seal up those extra fibrous
and the height map, those are really, really, really cool and make
the world look a lot more realistic. So I'm
going to keep that. Now. Usually when you're, when you
have an object like this, there's gonna be certain
areas where you're going to be grabbing
the object more, right? There's two things
that can happen. That object can get dirtier on that area or it can get shinier. Can you get your kinda
like bringing back the, the old natural width. So I'm going to copy
the wood walnut again. So Control-C, Control-V.
Get it over here. And what I'm gonna
do is I'm going to saturate this wood walnut
a little bit more. You go for like a like a nicer
cleaner would like that. And then I'm also going to
bring the roughness down. So it's gonna be a
little bit shinier. I'm going to mask this
other black mask. I'm going to go to my
brushes and I'm going to use this dirt. There's one called the
it's not there spotters like a soft wear it. It could be the third one. So I'm expecting
the character to be grabbing the weapon like
right around there. So as you can see, I can use that to to
just clean up that area because it's going to make
it look like the character handles the dx from those
areas a little bit more. Now this supposed to
be a two-handed acts. So I would expect
all of this area pretty much to be like this. Now whenever I'm using
a lighter color, I personally like to use
the linear dodge because it brings more color
into the mix and then tweak it down with the opacity
so that I can control how much of that I want to show. Which as you can
see right there, makes it look really,
really, really interesting. Other than that, of course, we can add a very simple metal
edge where that's always, always useful, right,
for the objects. So I'm going to, I
like this color, so I'm just going to
Control C, control V to copy and paste this color. There we go. Then this one lakh mask, right-click at the generator
and it's going to be a metal etch where it's going to give me some
nice effects right there. It's a little bit too
much as we already know. First of all, I'm going to
bring this down quite a bit. So I don't want as
much mental elsewhere. And that we can
still use our trick. So a fill layer with a very basic like clouds texture that multiplies this creates a
contrast, increase the balance. Or in this case,
decrease the balance. And that way we reduce some of the mental edge where
it's just a very, very tiny detail
that we're gonna be able to see in certain areas. Now at this one, I think I'm going
to increase the roughness a little bit more. Rough. This is one of the most, was one of those things
that a lot of people don't think too much about. And it's so, so
important because it really makes it like
a different material. So it's quite, quite
important too, to really play around with the changes in
roughness of an object. Otherwise, things look
way we choose similar. So be careful with
that one. There we go. That's that's the word that's
probably what I will do. Now. We do have this
room on this side only, which is quite cool,
and we need to decide what are we gonna do with it? Are we
going to paint it? Are we gonna just
leave it like that, just like a card
like metal thing. I think it would be
nice to paint it, but I want to paint it with a color that's not too obvious. Like I don't want this
to glow or the one that you sent me a message
on this, on this ax. So I want this to be more like, remember we talked about this, like maybe this is the acts of his previous teacher
or something. Well, he's going to have some
sort of like burnt width. So I'm going to just add the black mask right
here, field layer, which is going to be, It's only going to be probably
color and roughness. The color is going to be dark and the roughness is
going to be quite high. Black mask. Here. If you have a
tablet, by the way, I think I've mentioned this
before, you can of course use the tablet
normally in substance. I worked with my
work with my mouse. Would you can definitely
work with the tablet. I'm gonna go a little bit
over the root itself. So we can really see it. Look at that. We can
really see like, like burned wood right there. And that's it. That's pretty much it. I mean, there's not much we
can do with this. Like stick, to be honest, but it looks good and it has the same amount of
complexity and visual, visual detail as the metal. So we're in a good
position there. So we got the word we
get dx now we need to do the bandages. For the bandages. Same deal. Just going to Control
G. I'm going to call this folder bandages. I'm a little bit dyslexic when
it comes to writing stuff. Sorry about that
bandages, black mask. Number four to go into polygon fill and we're
going to feel all of this guys so that we can build them with
a bandage effect. And then now we're
going to select the proper clothing because
the one that we had before, I don't think it was
working as well. So again, from the
ones that we have, there's one that's this
fabric suit that I think it looks a lot more like a
traditional or like old bandages. So I'm gonna go here
to favorite suit. First of all, we're going
to change the tiling. So we need to give
it enough tiling that we see, there we go. The bandage itself,
probably like eight. I don't want this to
be super small when you have a pattern that's
repeating such as this one, and you have a
really high tiling, something interesting happens. Pixels start creating
some sort of like a visual trick on your eyes. So that's why you don't want
to go super, super low. Probably like even like
a six might be better. There we go. So that we don't see that effect
that I'm mentioning. Now, down here we
have a couple of materials color top and bottom. I'm going to go for some
more like a beige colors. So the color top is
going to be like this. So like saturated. And this one is going to
be the same but darker. So that's gonna give us some
nice effect right there. As you can see, that
makes it look quite nice. As with everything else. A couple of very simple dirt passive versus implement
ledge where and blood. Remember the blood was
looking really good for this ones might be a good idea. So what I'm gonna do
here, we've done before, I'm just going to
grab breakfast, grab this rust right here. The black mask,
right-click, the generator, click and dirt. There we go. Look at that very
cool looking dirt. I'm going to change the
color of this roster. Of course, I'm gonna make it
darker and less saturated. It's pretty much like a,
like a like just dirt. And I'm of course
going to use overlay. So it looks like
like this spots. Here's again, we're
going in manually adjusting a couple of things
might be a good idea. So I'm going to paint in some more dirt as it gets
closer to the border. Because yes, the
generators are great. But our hand or artistic
hand is usually even better. See how nice we can
make this thing look at the dirt or in
this case we're adding that they're
worried makes sense. Okay, Very important to do that. Really, really good there, especially on this
ones right here. It's gonna be really,
really like dirty, sturdy them up below
the more That's one. Because the dirt generator works with the
ambient occlusion. So if there's nothing to
occlude width like this guy that's just like
free free floating, pretty much having issues trying to understand
how it's shaped. Like a merchant greed disorder, like spots with everything else. Let's go to both sides. Very common mistakes is for, for us to focus on just one side or the
phasor we're seeing. So let's go to both
sides. And there we go. Now, as you might be
wondering, here is like, well, that looks really cool, but there's one problem. It doesn't match the amount of dirt that we have right here doesn't match with the mountains there that we have in the plate. Well, here's where we
can copy this guy. Bring it to the ax. Get rid of the of the dirt, get rid of the paint
as a new paint layer. And we can manually
paint in a little bit of that dirt to blend in with
the third from the bandages. Okay. Again, this is not
something that you're gonna be able to do as easily
with a generator. This is why the like
knowing the software and in doing this sort of stuff is so important
why they pay us, of course, be able to
come up with this sort of solutions for those
particular things. Same for this thing over here. Like I would expect that if the vendors are gonna be like
so with blood and stuff, I would expect that
this exact same thing to be on the width. So I'm going to add another
one here in the world. Let's get rid of that one. Painting new one. And on this area underneath that place
can add darker spots. Right-click all the dirt that's being like accumulated on
that part of the width. It's going to make things look
really, really realistic. To this one again,
because over here, I would expect there to
be a little bit more. As you can see, that's the way we can create a
very nice effect. It makes everything look
a lot more cohesive. Of course, we can reduce
this a little bit. I'm going to go for
like an 80 per cent. Same for the width. Let's
go for like an 80%. Does not asking tests. And there we go. I think, I think that's it. I don't think I want
to add anything else right now, to be honest. So yeah, this, this looks
really, really good. Let's say real quick. Always, always save
them, forget to save. And yeah, really don't see what else
we could add for now. I think like darkening the rooms on the blade
might be a good idea. So I'm gonna go to the
blade, I'm going to add another few layer. It's just gonna be color. And it's going to be a dark
red color, black mask. I'm going to turn on symmetry. And we can paint
in like just add a little bit of extra depth, especially to like
some of this that we're losing a little bit. I'm like that. Then we can change this
to be like an overlay. And we can play around
with here we go. So see how that like
just an extra step, just manually painting the
detail that I want to see. Just so we get a
little more conscious. And I think we're getting
a really nice result. I really liked the blood
splatters there, to be honest. Actually, I'm going
to grab the blood, I'm going to bring it
all the way to the top. What that's gonna do is we're
going to have some blood on the bandages on
the wards as well. Some splatters you
can see right there and the metals, it's
gonna be everywhere. It's gonna be
affecting everywhere. If you want to add
the detail and let's say we want to
add another layer of fur rust for whatever reason and you want
it to affect everything. Remember to add it at
the very top here. So that affects
every single piece. But yeah, like with this guy. So this is the same process
that we're gonna be using for a lot of the assets, asset wise. There's not many extra tricks that I think we're
gonna be seeing. There's, of course a couple of things that we're
gonna be doing. But look at how different this looks like when
we first started. This was just a very basic
like white, white X. And now, after all
of this passes, we get this very cool. Looking at the fit looks good
here instead of substance, it's gonna look
exactly the same or even better inside of Maya or inside of unreal or marmoset or whatever it
hedging we're using. So yeah, that's it
for this one guy. So I'm going to save real quick and I'll see you
back on the next 11. We're going to start
working on thyroids. Hang on tight and I'll see
you back on the next video. Bye bye.
63. Skin Texturing Basics: Hey guys, welcome back to
the next part of our series. Today we're going to continue
with the skin texture. And this is one of my favorite
processes to be honest. And it's gonna be
quite fun because I'm, I'm just deciding what kind
of skin we're gonna have. You probably already saw in
the intro video, of course. But as we've mentioned before, this kind of like a, like
a time travel for me. So what I'm gonna do
here is first of all, I'm going to turn off all of the things that
we don't need. We just need to
focus on the skin. We're gonna be focusing
on the skin right now. And of course we're going to delete this layer right here. This is coming from
one of the other ones. That's fine. We're going to talk about
instance layers later on. But this is the one
that we want right now. So the waist skin works. I actually got this file
for you. By the way. I have a lot of reps
reference about leather, old metal for by kings, which this guy is of course, heavily inspired horns, bones. So this file is going to
be in your Assets folder, includes again, a lot of stuff. And as you can
see, well, Vikings tend to have this sort of like a very fair whitish
skin, deep links. On the other hand, that's, that's an interesting
topic of conversation because deep links in
the Indian d lower, they tend to be, like it says, that they
can be any skin color. So you can have like a
normal human skin color, but a lot of people will
make them like purple or red or just like a lot
of different colors. I think I'm gonna go, I'm gonna go with a more
traditional skin tone, a little bit like a biking. But this technique that I'm
about to show you can be applied pretty much
any sort of skin. This is an excellent
example and I think we're really close to this same sort of like detail. This is from
boulders gate three, which I would consider it to be a AAA game for the amount
of stuff that they have. So yeah, we're gonna get here, we're going to get really,
really close to that. So let's start, let's start
with our basic creation here. The first thing we need to do is we need to create a folder. So I'm going to say
Control G is full. There's gonna be called skin. And I'm going to
create a new layer. It's gonna be just like
a basic field layer is going to be a base
layer for everything. And then here we're going
to add another field layer. And if we look for skin tones, There's of course a ton of different skin
tones on the world. And all of them are really,
really, really cool. I'm gonna go for the, I think this one right here, which is a little bit more like Scandinavia and
white Hewish colors. So what we can do here is
you can have a window on another screen and you can sample the color from
that specific one. So I'm going to go for this
very basic, like cream color. Now, I'm definitely going
to bring this down. This is gonna be my base color, so I don't want it to be
either too saturated, too bright, you has to be
like roughly about there. And for this particular
piece right here, I like to keep my
roughness all the way up. Like I don't want
to focus either. Want to think about roughness. It just yet. We're going to think
about it later. We're just going to start
building from here. So this is gonna
be my base skin. Of course, this basic scheme, we're gonna do a black mask and we're gonna do
a color selection. And we're going to pick a color, and it's going to
be the color of the character so that
we're only painting on the skin and we don't
need to worry about the teeth or the horns
or anything else. We're just worrying
about this guy. The way to look at the
base of the horse. Not bad, right? Not freaking path.
The metal bit there. We have a little bit of the we've talked about
that one before. It can be avoided, but it's
a little bit more complex. So there we go. Now, the technique that
I'm gonna show you is a technique that I learned
several years ago, which I like to call the clown technique because the character is gonna
look like a clown. It's gonna be like painted with a lot of very funny and
interesting colors. But I'm going to show you
a couple of ways in which we can accelerate the process a little bit so we can get
to a nice result faster. So the way this works is the
skin has color temperatures. Okay. Different parts of
her body temperatures. Different parts of our bodies might look slightly different because you can see right here, cool, warm, really warm, et cetera, et cetera, et cetera. And then we're going to
exaggerate this sort of like color of composition
of the skins. So you can see right here
on rembrandt look at this. This is beautiful,
blue, yellow, red. There's a little
bit of everything. So we're going to
exaggerate a little bit of those tones to get the exact or to get a really
interesting skin creation, you might be tempted to use some of these schemes that
we have right here. But unfortunately, these are
very flat color schemes. These ones are fine
because they have the color of the,
of the character. But these are very flat. We're going to use them, but
for other stuff later on. So what we're going
to start with is a very basic red layer. So I'm going to fill this
color and we're going to call this a href and this red layer, I'm going to turn off
all of the elements. We just want color and we're
going to select a red. Never select the
corners like you always want to work on this
area right here. You don't want to
go to the extremes because when you go
to the extremes, you no longer have enough room to build more
layers of interests. So a good rule of thumb is to try to remain
here in the center. And the more you specialize or just specify certain
parts of the character, that's when you start
pushing to other sites. So we're gonna go right around there, things,
something like that. I'd like to go a
little bit darker in this case, there we go. Right-click black mask and we're going to start with a PHY layer. If I go for a few
layers and I look for dots as we did before, we're going to find, or we can just look for a noise. And we just wanted to give
very basic like uniform noise. I wouldn't suggest
going further like this third one looks
very good like that. So what I'm gonna do here
is I'm going to increase the balance because I want
a little bit more noise. I'm definitely going
to increase the pilings something like a four. And as you can see,
what this will give me is it's gonna
give me a really, really interesting repetition of little dots pretty
much everywhere. This one I would like
to have an overlay. And I'm going to start
playing around with the opacity to get a
slightly different effects. So as you can see,
we're building, we're creating a little
bit of something there. I might even bring this
up a little bit more. There we go. Something like a ten,
maybe like an eighth. Looks a little bit better. Let me bring the overlay
up a little bit. And as you can see,
there's gonna give me a lot more stuff. We can add the balanced there to add a little bit more red. And this is the kind of
stuff that we're gonna be using to create the sort of like interesting
effects on the character. Now I'm going to
switch to my tablets. So you're going to see some of the strokes that I'm gonna
be making a lot softer. I'm going to add the
paint layer here. And with the paint layer,
I'm gonna go to my brush. I'm gonna use this dots erased, which is very, very solid. I'm also going to turn
on my symmetry line. However, if you show the plane, you might see that it's not perfectly symmetrical
on this case, at this perfectly symmetrical,
sometimes you get slightly like not
symmetrical. There we go. So if I start, like my tablet is
not working. 1 s. There we go. So now
that we have this, I'm going to start
adding more red points. I'm going to use, I'm not
going to change the size. I am going to change the flow. So by not changing the size, the size is always going
to remain the same. I'm going to press X are
actually white is fine. Let me bring the
color all the way up. And you can see now, when
I started drawing here, I'm going to get this effect. So that's a little bit too much. Of course I'm going
to bring this down right around there. Then I'm going to
start filling this in with this elements. Okay, so you can see
I'm painting red, the areas where I would expect there to be a little
bit more red, feeling like I'm not
moving fast enough. There we go. So I'm getting rid of, of pen pressure so that we can cover this a little bit faster. Let's bring the opacity a
little bit higher. There we go. So the areas that
you're going to paint red are all of those areas where you have a lot of muscles
or a lot of blood flow. Those are usually the areas
that we're going to have. Still feel like I'm not
advancing fast enough. I'm going to change two dots. I'm not sure if it's because
of the opacity or what. There we go, That's
a little bit better. Okay, so let's bring this down. Let's break this up
because you can see that it's just looks
like a splash of color. And what we're trying
to do here by using this like dots effect is
we're trying to create this sort of like airbrush effect where things are software
and we get a nicer, more interesting texture
on the overall character. You can, of course do those. You can, of course do
this procedurally, but it definitely takes
a little bit longer. Now for instance, the ears, they tend to be quite red, so I'm going to add a little
bit more pigment there. This is the neck muscle and this is where you
definitely want to take your time sometimes
I I have a bad like I'm used to
recording so many like closets and I need to make them interesting for you guys. I tend to make the mistake of rushing things a
little bit too much, but when you're in production, you're gonna get like
two or three days to texture the full character, maybe more depending
on how important to production you're
working for is like, I know certain productions
where a main character will take anywhere 6-6
months to maybe a year, going through all of the
different teams such as animation,
grooming, texturing, like that's just how this on
the indie world, however, we tend to work a
little bit faster because we don't have
as much a budget. The budget is tends to be
a little bit more limited. But that doesn't
mean that you can't go here and start like, and take your time
to do all of this. So even if this video
takes me like 20 min, you can take an hour,
take 2 h, like, take as much time you need to do this very common mistake
that people make when doing this past this
first-pass for that, for the red points is that they can make
the brush too big. And when you make
the brush too big, what's going to happen is
the dots are gonna be too big and it's gonna look like
blemishes or something. So it's definitely something
that you don't want. That's why I'm saying, take your time to really push this, really, really paint
this part by part. So don't, don't rush it. Again. If you feel like we can
add a little bit more red, we can just push this up a
little bit more like a 69 go. So all of the places
where we have a muscle, that's where we want to
we're gonna do this thing. Try to, try to not
leave any marks. As you can see there,
the brushstrokes are looking a little
bit too obvious. I'm not gonna go into
the temptation of, of making the brush
bigger because the dots are going
to be bigger and that's going to look horrible. So just take the time to
really fill in the gaps. Now, if you if you miss a spot, don't worry too much because we're still going
to have time to. To come back and fix it. Let's rotate the light. The nose is another one of those areas that tends
to be quite ready. For the mouth. The mouth is a little bit more like purplish. We can add a little bit
of intensity there. And hopefully you can
see why I call this the clown technique
because as you can see, kind of looks like I'm doing
the makeup for a clown. It looks really, really weird. So let's set the next layer. The next layer is going
to be the cold layer. So I'm going to again get rid of everything
except for the color. And this is going to be
a blue or purplish hue. I'd like to go, in this case, I'm going
to go for purplish, to go a little bit more
into the alien thing. But you can go for blue. And let's call this cools. Right-click, black
mask, right-click. And we're going to
add the generator. We're going to add
a dirt generator. Why? Because the
degenerate is going to show us all of the like. What's the word of the low
points of the character? Now here, as you can see, that their generator is actually gathering information,
really interesting. It's gathering information
from other elements. It shouldn't do that
because we did not bake unless we
baked the texture. Oh, that's interesting. Let's go to the cross out real quick. And what I'm gonna do is I'm
gonna go to thyroids body. Have self-focus should
only same mesh name. Really weird. Same mesh name. Yeah, that's right. Surely this settings
apply to everything. Yeah, that's really weird. I'm not sure what we're
getting those effects. I mean, it's not the
end of the world whether that shouldn't
be happening. So whenever you have
this sort of questions, we need to go to the
map, to the third map. And one of these maps
is contaminating it. So it could be the
ambient occlusion map. But I don't see the
contamination. There. Could be the curvature map. I don't think it's
the worst pain is normal the position let's go back to the baker because
it'd be the curvature map. There we go. This is new or at least I
don't remember this. Okay, No worries. So as you can see here, we
have this always and we have this only same mesh name on
the curvatures map as well. So it seems like it is, it was getting some curvature information from other elements. Don't worry. What we're gonna
do is I'm just going to say real quick to make sure that we don't lose anything here. Saving the project, It's
definitely a big file. So let's just wait for
this to properly safe. And we're gonna go back here. I change this to
self intersection. And technically we don't need
to bake any of these guys. That's going to
also make it a lot faster. So we just
turn them off. We're just going to
bake the curvature again because that's the one that we changed and
we're gonna say bake selected
textures. There we go. I saw, I saw the thing there. It was looking really weird. And that should be it. That's I mean, the occlusion. That's the curvature. I'm going to pause
real quick guys, and as soon as the bank is
done, I'll be right back. Okay, So I've finished
the bakes again. And now if we go back here and we turn all of
these guys off, you're going to see that
the dirt layer is not affecting the skin with
all of the other elements. So this is where we're
going for this one. I also like to have an overlay. Of course we're going to reduce, sorry my bad, over here. This is going to be Overlay. There we go. It's going
to go into it like the purple tones, a
little bit more natural. And I'm going to break it
down because as you can see, that we have really strong
effects right here. So I'm going to add
a new fill layer. And I'm going to
add again a noise such as a given dislike clouds. One works very nice, but we need to definitely
increase the tiling to make it really small dots and we're going
to multiply this. What's going to happen now
is we're going to have to sort of like dirt
fact that's gonna be like slightly or not as
intense as other effects. And this one of course,
we're also going to reduce with how
much intensity we wanted to affect the overall
character this guy has, you can see right here, is going to go to the, to the crevices,
to the cold areas. And here, if we need
to change things, we can of course
go to the element here and just change
the tones a little bit. I am going to go a
little bit more into the dark blue instead
of like a purple. There we go,
Something like that. Now I'm definitely going to
add another paint layer here. And we're going
to paint in area. So for instance,
all of those like underneath the chest area. And you usually want to
have at least a little bit of everything everywhere. Make the brush slightly bigger, just a little bit
bigger. Not that much. Because as you can see,
that's already increasing the size of the particle. Maybe, let's try. Let's try it like an 0. Like a six. Oh my God. Six, There we go. So all of these crevices that we were not
getting as much, we're going to add a little
bit of dots everywhere. It's going again, it's
going to increase the, the, the visual interests
of our texture. That's what we're going for. We're of course going
to reduce right now the overlay is a
little bit too much, of course, going to be
reducing all of that. As you can see this,
this helps us break down the skin and get them
more interesting effect. Right now he's going to
look really sick because we didn't have any
any yellows in it. It's just red and purple. So that's kinda like a six kin. But we're just going
to keep on going. Cool. Now of course this, Let's reduce a little bit
within one's much. We're also going
to reduce the red. We're going to start
toning down the elements. So we get this very interesting
effect on the skin. So we got our blues that are really adding a
little bit of depth. And we got a rat's right there. We're going to go now for our yellows and for the yellows, I like to use a mustard
color, something like this. Again, we're going to turn
off everything except for the skin or the color
or the black mask. And let's add a fill layer. We're going to add
a noise again. Something like this with a high tiling is going to use
this sort of like effect. And this one I like to having leaner Dutch because it's going, It's going to punch
the colors up, but this one definitely needs to go really,
really, really low. It's gonna be like, like a
ten per cent or something. Really low as you can
see, it really brings the Skinner and combines
the skinny eat it, gets the finishing touch
for the skin altogether. Now that one, we can also add on top of this, I'm actually
going to duplicate this. I'm going to have to I'm
going to have a base yellow and this one instead
of a fill layer, I'm going to use a generator and we're going to use
a metal edge where? Metal Ashworth, There
we go. So we're going to hit only the high points, which are important as well. We're going to lower this
intensity a little bit. And this one we're going to
use a fill layer to multiply. Of course, a cloud or
something like that. Maybe even like a sales
is just any material that we can use to break
up the element like that. So we get this very
splotchy look for the whole Florida
Hoskyns going to give it this really,
really nice effect. Now that we have this again, now it's time to start playing around with the main skin color. So I'm gonna go with the base skin color and then control C, Control B, I'm going to get
it on top of everything else. It looks like we're
removing everything, but we set this to overlay. That was gonna be a
little bit too much actually now I'm going to
keep it normal, but what I'm, what I'm gonna do,
I'm going to reduce the intensity that is going
to be like a blending layer. I'm going to use to just tone down all of the other tones
that we might have had. Okay, It's kinda like
a, like a hamburger. This is like the
bread on the top of the hamburger that we can use to go from really intense definition of
all of the colors. So like a smoother definition, we could also go to each
individual layer of the colors and give
them a blur filter. Let me show you how to do that. For instance, right now, if
I take a look at the skin, the rats are definitely
way too intense. So I'm going to go
to the red color in here on top of everything, I'm going to add a filter. And we can use a Gaussian blur. So it's this a blur. Of course, 0.5 is too much. I'm going to see
something like 0.1. And that one right
there is going to make it look a little
bit less intense. We might even go to like
a 0.05 to be honest. So we can blur this
out, but not as much. But usually the way I like
to control this, this, with this scheme right here, we're still going to be
building more stuff on top. This is just like
the base a skin. I'm gonna show you one more layer which is
going to be super, super important to make
this character look alive. And that is the surf
surface color layer. So skin is a surfaces
of material and we are going to be using
subsurface effects later on to get this effect. But skin lets light through a little bit and we get
this sort of effect. So by adding it
to the character, we're going to get a
more interesting look. So I'm going to add
a new layer here, a new color layer. There's gonna be a darkish
read, something like this. It's gonna be linear dodge. Definitely Linear Dodge. There we go. And we're going to
add a black mask, and we're going to
add a fill layer. But instead of using a texture, we're actually going to go for the thickness map that we got. We go for thickness map
here is a thickness map of the character,
but it's inverted. To invert this, we're
going to right-click on the mask and we're
going to add a levels. And with that one we can invert. And now you can see that we get this very nice red color
on the ears and stuff. And we can control
how much intensity, how much or how intense we
want this subsurface to be. Which as you can see,
gives us a really, really nice and natural
look overall to the skin. This of course is way too much. I usually like to give this
to a 15% or something, maybe a little bit more.
You can go for a 25. And we can play
around with this too. We can intensify
this a little bit. We can even go here
on the red color and really push it all
the way to the top. And then again with the levels, we can control how
much of this like a reddish hue we want in
different parts of the care. There we go. So this is the base skin
color that would do. And the cool thing about
this basis skin color is very light. You can create so many
variations with this skin color. What I mean by this is if we want this skin color to
be a little bit darker, which is good to the base skin, which is making the
whole character darker. And then we just adapt or modify the colors a little
bit to get something a little bit closer to
what we're looking for. In my case, I think
we're gonna go for a more ashen looks
something like this. I'm going to definitely
reduce this guy now. I think it's a
little bit too much. Let's go look at 15%. And we get something that looks really, really,
really interesting. Instead of having just
the flat like pink color, we've got a texture
that looks very, very cool here for
the character. It can detect this small
little error there. I'm going to press the letter C. It's under normal map. Okay, so that little error right there, I'm not sure why
that's happening. It could be a bad polygon. Also see that there's another
bath polygon right there, but those can be easily fixed into post-production
at the very end. So yeah, this is pretty much it. This is the base of skin. We're going to continue with
the more complex stuff. So hang on tight and I'll see
you back on the next one. Bye.
64. Skin Texturing Advance: Hey guys, welcome back to
the next part of the series. Today we're going to
continue with the skin, and now we're gonna go into some more intense looking
elements so we can get skins that look
a little bit closer to what we see here
on the concept art. So this involves a little bit more of shading things that
we're going to have to do. We're going to have to change
the shading parameters, but that's something that
we're gonna do later. We're gonna do this in the, in the final rendered or
we're gonna be using. But we can definitely paint some more stuff to keep
the character again, a little bit more life. So this is the one
that the next layer that I'm going to show you
is not something that I'm going to have here on
my main skin layer. It's going to be on top of it. And it's the layer
that I like to add as sort of like shadow
layer. It's a fake shadow. They like to add another, a very basic red color layer
on top of the skin layer. It's going to go like
a dark red, like this. I'm gonna go black mask,
right-click Add generator. And we're going to
use something called a lead generator light. It literally points a light
towards the character. And we can rotate this
light around and make it so that it hits
a specific parts of the character like this. So if I move this around and
they point this little guy, so this little knobs up. As you can see, we're gonna get a color light that's hitting the back part of the characters are lower parts
of the character. We can change the
highlight glossiness to make it softer or stronger. As you can see right there. We can change the
highlight level as well to make it more intense
or less intense. This is of course, going
a little bit more into this stylized look of things, but we can definitely use this. If I press letter, letter C
and I navigate to the color. This is the color that
we have right now. And again, that little shadow right there is just so good. It helps, it helps us with just like the whole overall effect. You can see how it gets way, way more definition to the
character. I really liked it. I'm definitely going
to go overlay as well. I always, uh, try to get this layer so with some
sort of like a layer, layer blending modes
so that we get some interesting
interactions with the colors underneath.
But yeah, there we go. Just a very simple layer, I'm going to call this
the shadows layer. This is the layer that
you can use if needed, but you don't always need it and it's gonna be
the shadows layer. Now we can start
working on the details. And actually I'm going
to create a new group here because this new group
is gonna be the skin details. I want to keep things
organized here inside the substance as well. So all of the skin details
such as this shadow right here are going to
be inside this group. The next one is definitely the dirt layer because
as you can see, we do have a nice definition
of the norm and everything, but a lot of the
wrinkles and stuff, they're not really well-defined. We can really push the
intensity of the face again, here's my, some
of my references. If we take a look at
some of the games, some of the crevices and stuff, they look really, really,
really dark, right? So that's one of the things
that we want to get in there. I'm going to go
for my rust layer. I really like using
the rust layer. You guys have already seen
because it has a lot of interesting variations
on the color is not all a solid color that
has all of these things. And then increase
the tiling done. I'm gonna go to a ten
Thailand because I want very small details on the
Rust other black mask. And we're going to
add a generator. And this is going to be
eight dirt generator. Of course. This is going to fill
the whole character with this very interesting dirt
layer everywhere, everywhere. And we can change this to a, an overlay and bring this down so we can add a little
bit of dirt everywhere. It definitely makes the
character look dirtier. So I'm gonna go to
the grunge amount. I'm going to bring the country
mount in a little bit. We've also seen
very common issue, which is the fact that we
can get some sort of like a problems when we have a
big patches of skin, right? So I'm going to use
a fill layer on top of this Ross layer
set to multiply. I'm going to change this
again to something like a, like a class mainly to break up some of the
effects right there. Definitely increase the tiling. So like 50 or something
and as you can see, that gives us the dirt, right? But it's not everywhere. It's just a nice
interesting detail, therefore, for the character. Now, the face is one of the important parts
and I'm noticing a really big problem
even though we open them out to avoid
this thing right here. We still got the issue. We still got the
issue that under normal map and some
of the other maps at the top part of the lip is baking down into the
lower part of the lip. How can we avoid that? Well, I'm going to have
to go back to the baker. And if we take a look at
the shells right here, you can see that the
shell of the face is really, really, really big. So I don't want
to bake anything. I'm going to turn
off all of this. I just want to bake thyroids, probably going to have
to bake everything here. I'm gonna go back
to common settings. And I'm going to bring down
the max frontal distance. I'm going to try to find the
position that would need. I would probably need something like this as you can
see right there. So it's not ideal because
if I tried to bake this, I'm gonna get so many
mistakes everywhere. So what's the proper
way to fix this? Well, unfortunately,
the proper way to fix this would be to go to bake this SSS
as we're seeing it. And then we're going
to have to blend both textures together. Okay, So that means
that either we fix this here or we fix this
inside of Photoshop. I'm going to show you how to
fix it inside of Photoshop so I know that the problem
is here and the main, like maps that have
this problem are the normal map from what
I can see right here. You can see it right
there, the normal map. And we also have the ambient
occlusion map, right. So the way to fix this, you're going to have to
go to Texas at Settings, select this normal
map right here. This guy, or find that
actually the textures. Here we go. Where is it? Here on the textures are
going to have the bakes. We can look for the
mesh maps. There we go. This guy right here,
we're going to have to export. So we're
going to right-click. And I'm going to
export a resource. The next board
here on the assets textures, like the folder. I'm going to open Photoshop. And here, if we
go to our assets, textures, here is gonna
be in the normal map. That's probably still exporting. It. Should be done. There we go. So we navigate to
the normal map. You're going to see that here. Those lines that you see there, those are the bad lines. So that's the, that's the
problem that we have. So we can just use the
healing tool, for instance, make this a little bit
smaller and just feel it. Like literally just
let Photoshop try to find the best possible
solution for those elements. Right there. There we go. We save the scene. Save this file, that
fix of the file. You've been here on
the eyes you can see a little bit
of that problem. So he'll that problem.
Not gonna be perfect. It's gonna be better
than what we have. The other option is
to do two Bakes. And then here in Photoshop, combine the proper bake
with the bad bake. Get the final result. Same here for the
nose. Like that error, just patch it up. Was another error on the
chest. This guys right here. Same thing. We can
just fix this. That there we go. So Photoshop nowadays
is just magic guys. There we go. See another little
issue over here. That's a big issue actually. Here we go. Sometimes in-between
the fingers, we get that sort of
effect like here. We're going to have to see if the thing we have it or not. We save the image. Very important that
we save the image. Okay, so this is the
new normal map with, for this to finish the safe. And once this is finished, we need to go back
here and re-import. So we're going to get this
guy right here, import. So this has a texture. I'm going to import
this on the project. Say import gonna be right here. Technically, it should
replace this one. But if it's not replacing it, just like drag and drop it. And we're going to
have to rebuild the ambient occlusion because that line that you
see right there, that's also the
ambient occlusion. And we need to rebuild
the ambient occlusion now with this normal them. So we'd have to go back
to bake mesh maps. We're not going to make anything
where the thyroids body, we don't want the
big the normal map. And we're actually going
to remove this guy right here because we don't want
to grab it from the front. We want to grab it
from the normal map. And technically, if
we have a normal map, we will be able, we should be able to bake from
the normal maps. So now if we take a look at the, if we go to the ordinary,
I haven't actually. Well, as you can
see, the occlusion is now working properly. Same for the curvature
because it's grabbing it from normal map. We're going to have to probably rebuild this because we're
going to lose our id maps and that's no Bueno scrubber
Garrett thyroid hyperbolas. Make ready. And let's increase the max frontal
distance. A little bit. A couple of errors. There's again, some
of them are not even part of the things that
we're making right now. So that's fine. I
wish we could hide. Can we hide project Mesh? One thing we can hide, so
let's do a real quick. We're not making the normal map because we already have it. We do want the ID map again. And let's see if that fixes
the issues that we have. That's part of the
drill I'm here with, characterised as
advanced at this ones, we definitely have
to play around and just figure out what works, what doesn't work, and
just get it to work. So I'm going to stop the
video here very well. So we've finished debate with the new normal texture
and hopefully. There we go. No more issues on the lips. Why do we not have
any issues now? Because since we are not baking the normal map and we correct the normal map on her
own in Photoshop. It grabs the information from that normal map
instead of baking it down from the from the ambient occlusion
or any other maps. So yeah, there we go. Now, I think the character is looking a little bit pale, to be honest. So I'm gonna go back to the skin and I'm going to
add another layer. I have one of my
references images over here and it's a
little bit orange here. So I'm going to grab
this orange color. Again, no roughness yet. We're gonna work on that later. And I'm going to use an
overlay with this one. It's kind of like
giving him a tan. Then we can lower this to like a five or a tan and that's going
to make the skin look a little bit more alive. I like this one a
little bit better. Cool. A couple of things
that we need to do for the phases are like details
are working to be adding. Usually the face has a little bit more
temperature and all of this is going
to go into details. I'm going to add another layer. We're going to go
for a purple color, dark purple color, only color. It's always black mask. And again with my tablet, I'm going to draw, I'm gonna give him
some tired eyes. Usually the eyes have a
lot of purple in them. Also, as we've mentioned,
the lips tend to have a little more darker colors. Kinda wanna go. We do that. There we go. So under the eyes, on the lips, we're going to add a little
bit of this purple color, horse overlay and
lower the intensity. This is going to give
me a little bit more visual interest on the eyes. Make them deeper. Can add a little bit
of that purple here. And all of the colors
that we used before to build up the D interesting
effect on the face. We can bring them
back if we need to bring a little bit
more of that red, if we need to bring a little
bit more of that yellow, like all of those colors,
we can bring them back. No problem, because
this is what, what texturing is all about. Generating all of this
cool looking effects. Really like this or like purple deemed as the worst
throwing here. Sometimes I don't like
working with perspective. I'm gonna go here, I'm going to change to orthographic view. So the face is a
little bit flatter. Now if it actually
is freaking me out, Let's go back to perspective. There we go. A little bit of that tone here. I'm definitely going to reduce
the amount of intensity, so probably like a 30. And that way when I add
all of these elements, now remember he has a beard, so all of the colors
that can be hidden. But that's gonna be, I call
this the, the makeup pass. If you're doing female
characters, by the way, this changes quite a bit
because you actually have to do the makeup here
inside of substance. My sister, she's she's a makeup artist and she has
taught me a lot of like cool techniques for female
characters that I use a lot because again, that's the details
that you want to make sure your characters has
same thing here, like, let's add a little bit of purple in some of the crevices down here because you can
see that it's looking a little bit too flat down here. It looks like the face
looks very alive. Very, rather nice. Though we're helix, very, very flat, very dull. I'm going to add
another layer here. Again, turn off, everything is going to be a dark
red color again. Black Mask. Probably make this a
little bit bigger. Just bring in some color because
it's definitely freaking me out that there's not a lot of color here
on the muscles. And the muscles
definitely should have more like bluff
irrigation and stuff. So little bit of this and
this here though of course, overlay and bring this down. See how we can get back some
of that very nice texture. Now, here's where we
can bring in some of the top body
prompts. For instance. When I have those, I don't need to worry too much about the areas that I'm
not going to be seeing. So I'm gonna be
focusing a little bit more on the shoulders. Let's move the camera around
just a little bit here. I personally have this. I have a lot of
spots on my back, so I'm going to duplicate this layer and I'm going
to bring a new black mask. I'm going to increase
the intensity of the overlap a
little bit more. I'm going to make the
spots a little bit bigger. I'm just going to
give him a little bit more of this or like
skin detail on the back. When you're exposed to the
sun or when you go out a lot. Like, I know truck drivers, they get a lot of sunspots and some sun damage on their skin. So this is the sort of stuff that we can have
here on the top. For instance, in faith, always faith is a very
important technique. We don't want to have the same amount of
detail everywhere. So we're going to add this
sort of like spots on the on certain parts of the arms and stuff
but not everywhere. We're gonna be fading. Same for the head. We don't want to leave
the head just like that. Let's add some
interesting blemishes and stuff and then
we can go lower. And we cannot smaller blemishes. Like maybe, maybe, I'm not sure if this is a
good idea or not. We can look here to the front. We can add some
freckles. Freckles. Look at my look. Interesting for the character. And little by little, we'll
be building this now. One thing that might be
bothering a lot of view and it's bothering me
now is the roughness. I know we've mentioned
this before, so I'm gonna go all the way back to the first base of skin. And this is the one that we're
gonna be using to control. The base roughness. So I'm just gonna make
sure it seems like I might have the one point that
might've added, there we go. That one we don't want that one. We don't want any other layer. We just want the one layer
to be able to control the roughness and
that's the first layer. That's why I leave the
roughness off because now I can change
the roughness and they can start looking
for that sort of like oily skin look, look how nice. And I haven't even looked
properly presented or prepare this skin layer. This is just a very basic,
just like slightly, slightly like a
sweatshirt skin and it's already looking
really, really nice. So one more layer
that I want to add here on the details
is a green layer. And this might look a
little bit like stupid. But it's really important
because for some reason, sometimes we get other types
of colors on our skin. And especially
here on the beard, it's very common to get this
sort of like greenish hue. If you've seen anyone that has
shaven like a clean shave, you can see it looks like
a purply cleaning fish, weird, especially on white skin. You get this quite a bit. So I'm going to add
all of this here. And then when I change
this to an overlay, you're going to see how nice that transition
is going to look. All of this. We fill it in
with the sort of green here. And when we change
this to an overlay and we're bringing that down. It's gonna look interesting. I actually think the screen
is a little bit too green. Let's go little bit more. Sometimes I go to
that blues as well. Feel like did I miss something? I think I know what I missed. I didn't remove all of
these things right here. There we go. So overlay
looks interesting. See if there's like a multiply, you can press your
arrow keys on, look for like a darker tone. Really lose something like that. There we go. That one right there,
it's like a dark green. And then I'm going to add a
filter to this guy filter. It's gonna be alert. Alert those. There we go. Not that much. We're going to go for
something like 0.5. And we can go back
to the paint layer. Just like fix a couple of areas that I want to be I don't want it
to be as a splotchy. Just like filling
all of the spaces. They're probably going to
have to add a little bit of this to the eyebrows as well. It's kind of like
painting the shadow of the character of where
the hair is going to be. And then of course,
we reduce this. It's just a nice little
detail there, right? So we do want to have it
seen but not super obvious. It's just that the indication that that looks pretty
good, I would say. I really like it.
I'm gonna show you one more technique, one more. That's not that, it's
not super advanced, but it really helps you. You saw how the
shadows were really a good way to punch
some of the skin tones. Give it like a, it's kinda
like painting a little bit of the shadows on the character. Now I'm going to paint
a little bit of light. So I'm going to add a
new fill layer here. I'm gonna go and grab from my reference a lighter
skin tone like this one. Again, turn off all of
this thing. Black mask. We're going to use
another generator, is going to be a
light generator. And it's gonna be
pointing down like this. And then this one, what
we're gonna do with this one is we're
gonna do linear Dutch. Just going to multiply it the, that light against everything. We can. Of course push this up. There we go, That's
a lot better. And what we can do is
really bring this down. It's kind of like a layer of dust that we have on
top of the character. But it's going to make
the skin on the top look a little bit brighter than
the skin on the bottom. So again, if you see
this on the game, this is what we're gonna be
seeing and look at that. That's a really, really
nice and complex skin. We take a look at
the flat color loops are really, really, really good. So I'm going to stop the
video right here, guys. And now we're going to start
working on the details. We have scarring. We have, we might want to
add a couple of the facts. I definitely want to
show you a little bit about the true subsurface that we can add to the skin to make it look like
real, real skin. And we're just going
to keep pushing, but this looks really good. I think we're in a good position and we're going to continue
on the next video.
65. Skin Texturing Details: Hey guys, welcome back to the
next part of this series. Today we're gonna talk about the details of the character. And the first thing
I want to talk about is a subsurface scattering. We are going to give this guy
true subsurface scattering. So how do we do this? There's three things
we need to do. First, in texture sets settings, we need to add that the
scattering channel. To do that, we add this plus sign and we add the
scatter and channel. I've already done that,
so that's why it's here, but you're going to
find it on this list. Then in the layers, we need to create
the layer that's gonna give us
subsurface scattering. So we're just going to
create a new layer. We're going to call
this true true SSS. There we go. And here in SPSS, we're going to turn off all of these guys except
for scattering. And we're going to
turn on scattering. Now you might be
like Okay, yeah, that sounds fun, but now, why am I not seeing the
scattering everything? It looks flat
still. Well, first, we need to go to the shader
settings and we need to make sure that subsurface
scattering is enabled. In this case, it is, and it is taking the
default will be the, which means it's going to take the color of your character. That's why we did all
of this color first, it's going to take the color of your character and
it's going to use that information as
the scattering color. In other versions, you
had to create your own like a color for
specifically the scattering, but now it takes the color
from the object. It works. But in order for us to see it, we actually need to
go to the display settings and we need to activate the subsurface
scattering down here. So now will not activate
this, as you can see. Now we get a more realistic
look at how nice that looks. This is without subsurface and this is with
subsurface scattering. Now as you can see,
it's also trying to add subsurface
scattering over here, like setting subsurface
scattering everywhere. And we can change the scale. If we go back here
to the shader, we can change the scale
of the subsurface. If we go really low
or really high, there's gonna be more
or less right now. I think it stops at one, but let's try going
through like ten. Now it stops at one. So it stops at the
one right here. We can change a couple of
things here like the redshift. How much subsurface
we want really. But yeah, this is true subsurface scattering
now on the engines. Later on when we are in the
engines for the final render, we're gonna be able to
change this even more. But the cool thing about this as surfaces, as you can see, gives us a really, really nice
effect for the character. Again, we can deactivate
it That's without subsurface and this is
wheat Atreus of surface. And it's going to look
more and more realistic, especially like the
fingers and thin parts. It's always going to
go for the thin parts. Those are the ones
that are going to look a little bit better. Now, as for details
that we want to add, scarring, that's the
first one, right? So scars tend to be really, they tend to be a
little bit clearer. We get this sort of
like key keloid, that's called keloid scarring. I'm going to add
a new layer here that it's perfectly fine. I'm just gonna, I'm
gonna keep color, roughness and I don't need scattering is just
color and roughness. I'm going to go for a more
pinkish hue like this. I'm going to add the black mask. And this is where, again, the artistic canons is
going to really come into play because there's no mask, there is no filters,
there's no nothing. We literally have
to paint our scars. So I'm going to
go to my brushes. I'm going to grab a soft brush because the scar is very
defined as you can see there. So I'm gonna go for this. Given this cement one looks, I'm just just a basic software. Think we the basic soft and
probably the effect here. As you can see, I'm
going to start painting where my kilos thing S. We just paint this one with you. Now of course, we're not
going to leave it like this. We're probably gonna be using something like a linear dodge. And we're probably
going to be reducing the intensity here. Now that we have this, we can see you, okay,
what kind of colors? So we're going to go for like a, gonna go for a
really light color and really lower this
a little bit more. It looks like that. And then probably
roughness wise, we're going to increase
around this a little bit. We don't want this to be
slightly more rough than the rest of the elements,
but not like that. Or we can be like
No, you know what, this is gonna be like
a brand that he got. So it's gonna be like
a dark dark red, which means we're
probably going to go for like an overlay, right? Like there's there's a lot of things that we
can change here. So yeah, I think like
an overly my work here, Let's increase the intensity. So yeah, here's where if
you want this to be like a tattoo or a scar, like
you can change things. I do I did like the idea
of this being a scar, like a pinkish scar. So we're gonna go a little bit more into this sort of
like colors right there. There we go. That looks It's really nice. Definitely decrease the
color a little bit there. And now it's just a matter
of going through this thing and like manually
painting the layer. One of those things
that again, it's very, it will be very difficult
to generate a specific mask unless we model this from
a different sub tool. It will be, it will be
quite complicated, right? Oh, careful here because I
have a symmetry turned on. So here we definitely need
to turn off symmetry. Let's just erase
it on this side. And that way we can again focus. On this side as well, but see how interesting
the skin looks like. This is the technique
that I would do for characters when you
don't have a scan. Okay, because I've
had some students ask me what about like 3D scans? Like if you have an actor and
then you're doing like like dislike thousands of photographs and stuff in those cases, since you have the textures like pretty much done for you, what do you need to
do is you need to project those textures
into the characters. You're going to use a
lot of texture images. This is a more
traditional like hand painted approach for
the whole process. But hopefully you
guys can see it still gives you a really, really, really nice effect. There we go. Move the light or Shift and middle mouse
click to move the light. And it's all about this. Like it's all about how you
blend in between things. That's why I'm always
using blending modes and I'm always using a low
opacity, this and stuff. You never want
something to look like. It's just, it was
just like painted on. Everything should be or
feel part of the thing. Alright, so if the character, now remember that we
have a scar in the leg as well under I think it
was on the right leg. So all of those layers that
we're using right now for the skin and we're going
to reuse them for the, for the legs because
we want to make sure that the character looks
like it's part of the same, of the same element, right? So there we go. Yeah, look at that. Not bad, right, for the scar. Not bad. Veins. Veins are really
important as well. Fill layer only color. The paints are
beneath the skin so the roughness is going to
be coming from the color. Here. Again, some people
have like greenish purplish. It varies a little
bit on the tones. Going to use this black mask. And I'm going to very softly draw on top of the
layers on the veins. This especially the big ones, you don't have to
follow the whole vein. You can, again look kind of like fade a little bit if you want. Just like a couple of tones, a couple of lines are going
to be visible here and there. Some of these like we
don't really even need, as you can see,
there's sometimes I'm using my mouse and
then the tablet. When they use a
tablet, I get pen, pen pressure resistance here for this small ones on the hand is definitely
valuable to them like that. We do overlay. Blends, will lower the
intensity quite a bit. Then this ones I
definitely throw in like a filter, a blur filter. We go. I think, I think that 32 is
still a little bit too much. I'm going to keep them
really, really, really soft. You can throw in
a couple of here, you can throw in a couple
of lines here and there, like perfectly, perfectly fine. Especially with the tablet, can throw in a couple
of blue lines. It seems we already
have the filtered on. We just need to worry
about being as close as possible to what we drew. And that should be, that should capture the
element if it's too much, just remove a little bit
of that very carefully. That's a big one right here. Tricep definitely needs to, to push out of the skin. There we go. Cool. Now, we do have a
couple of big scars and smaller scars that we can call them like fresher
for so for instance, this one is like a fresh scar. Or it could be relatively flesh. It doesn't have to be
super, super fresh. So I'm going to add a new layer. Again, just color, dark
color, black mask. And we're going to fill in, I'm going to use a
different brush. I'm going to use the plush. Let's break the size, smaller. And we're just going
to fill in this. So it looks like blood is pooling on that
specific element. Go. And here's where we're
having a really good sculpt helps because the more
precise your scalp was, the easier it's going to be
to do all of this overlay. Again, I'm going to bring
this down a little bit. I don't want this to be like a super fresh wound or anything. It's more like an old scar. Like a cut right here as well. One of the bad things, one of the things
I don't like about subsurface is it tends to erase a lot of the
details that you have. So be careful there was another
keloid scar right here. So I'm going to just
paint it. There we go. On the face. We have one big scar
here on the, on the eye. This one, I'm gonna
make it again kilos. So it's gonna go like
this, cross the eye. That then this one's
going to be like a fresh one. Fresh cut. Can add another fresh
cut right there. Very common on the nose to
have the sort of like cuts. This is where you can
have a lot of fun because you can add
all of this like little lines and cuts and bruises because
that'll not a Bruce. I don't think we have a
bruise on this character. Well, we could add it. And look how interesting
the whole thing is looking. Eventually when we have
all of the other elements, like a lot of stuff is
going to be covered, but things that are not covered, as you can see, we're gonna
be looking quite, quite nice. Again, I always try to go to the position that you might
be seeing the character, which would be this
one right here. And I want to make sure
that there's enough like a visual interests everywhere. And yeah, I think that's I think that's pretty much it for
the skin texture. Now we need to think
about the roughness. So let me turn off everything again so we can think about the roughness
and the roughness. I like to play with this on the roughness channel so that they know what's
going on. Look at this. This is a beautiful flat
color scheme channel. I'm gonna go to the roughness, which is this one right here. And this is telling me how the roughness of the skin
is looking right now. And as you can see, it's not
bad. It's not great, right? We have a lot of flat areas
like all of these areas, and usually the skin has a lot of interests, visual interests. So I'm gonna go again
here. Let's call this. I'm going to create a new
layer, new fill layer. This is gonna be Control
G and this is gonna be my roughness, the
roughness layer. So this layer right here, I'm going to turn everything off except for the roughness. I'm going to start
with a very basic just again like a
Clouds roughness. I'm going to increase the
intensity, the tiling. And if I just do this, what's going to happen is
we're just going to have a very obvious like clouds
the roughness everywhere. But what we can do and I
really like is that we can go to the
roughness channel and use this to break down the roughness of
everything. Look at that. We'll just add a very, very basic and let's go
back to material. We just had a very
basic roughness layer and now everything
is broken down. Alright, we go
especially if you like, take a look at this
glossy part right here, we break it down,
and now we have a little bit more interesting
points everywhere. Now, that's not all because usually when we see
again the channels, there's going to be
parts of a character. They're gonna be more
glossy than others. So once I do this
like base paths, I'm going to start adding in
more like roughness passes. So this is gonna be my gloves. Remember the lower
the roughness, the more glossy things are, the more shiny they are. So in this case,
if I bring that, this is gonna be like
a glossy section. I'm going to add the black mask. And I can paint and say,
Hey, you know what? I'm gonna go again with usually dots erase is the
one that I use. And use my tablet here. And we'd like, Okay,
you know what, I want the nodes to be a
little bit shinier, right? So I'm going to add a
little bit of glossiness there on the nose. Definitely the lips
are gonna be sharing. I'm going to have a special, I'm actually going to have a
special layer for the lips. I'm just gonna add a
little bit of like glossiness already. Saved for this part of the eyes. Like ice tends to be a
little bit glossier. Going to add a little
bit of glossiness. There might be a good idea to, to turn on the
symmetry there too, to make sure that
we're affecting both sides at the same time. So the head, right? Like we would expect
this part of the head, especially since
it's quite exposed to be a little bit glossier. But as you can see, I'm using glossiness with my little dots here to make sure that it
looks, it makes sense. Like think about what parts
of the character are gonna be shining a little bit more
like the shoulders here. Therefore a little bit more
glossy than the rest of the area because this is where
the sweat is going to be. This is where the yeah. Where are you going to have
a little bit more interests? Ears, a little bit
on the ears as well. You can do this in
the material as well. The only problem
with doing it on the material is
that I find that, that it becomes a little
bit difficult sometimes to know whether or not you
are adding the volume. But yeah, you're free
to do it, of course, on any channel that
you might want. So this little
spots right there. And the cool thing is,
if I need to bring this down, going to
affect everything. So it can be like
a really flat or a really glossy effect depending on how I want it
right, that right there. It's a way to glosses, so
I'm going to bring it, bring it down like this. I can go a little
bit more extreme. It can be like Okay,
you know what? Let's use this like
cement one which is a little bit more
fluffy, fluffy brush. And it's gonna be a
little bit more of a big, big effect on this
part right there. For instance, hands sometimes
get a little bit sweaty. Pictorial muscles, they're
a little bit more. They're there on the biceps, this bar right here
on the tricep. Back. And again, if we take a look at the visual interests
that degenerates, it really makes for a more
interesting like effect. You can look at their,
their shoulders, how it changes for a very flat, just like a very flat
back in this case, to a more interesting effect. There's gonna be shy in your areas pretty much everywhere. So yeah, that's that's
pretty much it. I think I think we're done with the skin or at least for
like a very basic skin. This would be like if I,
if I'm doing a character, this will be like the
first pass or they show the client and then they're
going to be like, okay, we need to add more damage to your maybe bruises,
maybe there's maybe dad, but this is a very basic quote. The skin that we can
create for our character. So, yeah, that's, that's
it for this one guys. I'm going to stop the video
and in the next couple of ones we're going
to continue, I think, with the horns first, and then we're going
to bring everything together and just keep
moving from there. So hang on tight and see
you back on the next video.
66. Horn Texturing: Hey guys, welcome back to
the next part of our series. Today we're going to
continue with the horns. And as you can see, the character is
not looking back. I think we're in a really,
really good position. To be honest, the
skin is probably the most time-consuming part
of the texturing process. Everything else is going to be moving along a little bit faster because usually with
assets such as leather, bandages, even the
bones and stuff, it becomes a little bit easier. So we're gonna go now, again, we're going to turn off all of the things
that we don't need. This also frees up
a little bit of resources for them,
for the machine. And we're gonna go to, I want to go to the viewers settings because
there's one thing I wanted to talk about. You guys should know if you've
used this thing before, substance that we are using
this panorama by default. Now, the problem
with the Panorama and all of this
HDRI is right here, is that they tend to
give us some color. They tend to introduce
some color into the scene. So it's not the same
for me to texture this character with
this environment, this, with this environment
that this would, this environment like i'm, I'm going to see different tones and different things
on the character. So usually one thing that I
recommend is using one of this studio lights that we have right here. Maybe
this one right here. It's a little bit more
contrasty so that we can appreciate things a little bit more neutral in
a more neutral way. That way I know that
I'm not like being biased by any color
and we can get the things to look
the best possible. I personally don't like to work with the opacity. I'm
going to turn that off. I don't like working
with shadows. I know there are some
people out there that like to work with shadows. I don t think it's
really necessary. It just introduces a couple of extra things that
we really don't need and just contaminates
the scenes a little bit. So let's go to the body here. And as you can see, we have a lot of the things we have
all of these guys right here, roughness, the skin
details of skin, this original field layer. So it can become quite
heavy if you go or if you get to the point where your computer is not being
able to handle this, one of the options that
they can give you guys is to export the textures
as they are right now. So pretty much you
bake the textures down and then re-import
those textures, and then just use
them as few layers, create a new layer here. And if you create
a new field layer, you can pretty much go down here and insert your base color. You have metallic, your
roughness, your normal, your height into this
parameters right here. And you're going to have
one single layer holding or making sure that you
get all of the elements, not the most ideal thing to do. But again, if you
are having issues with the intensity or the, or the weight of the project, that might be a good idea. So I'm going to create
a new layer and I'm going to make this age just
like a dark field layer. Let me open pure if again, because I wanted to
see a little bit of the reference that we have. So again, this this folder
that I'm showing you, it's gonna be available for you. This thing right here, we
take a look at the horns. There's a lot of
different horns, but most of them tend to
go into the darker colors. I didn't want to go for
something like this. I really like the sort
of like like bull horns. This one's look really cool
as well, to be honest. But yeah, we're definitely
going to go for a dark dark horn going
into a lighter gradient. So I think something like this matches my idea a
little bit more. So I'm going to use, I'm
going to sample the color. I'm going to sample
that sort of like dark red or dark brown color. I'm probably going to
go a little bit darker. I'm going to Control G to group this other black
mask to the folder. Then we're going to use
a color selection on that mask and we're going
to pick only the horns. So that way we're gonna be
able to get this right there. Now, here's where again, if you have access to
the extra materials, it's a really good way to get
more interesting effects. So I have this bone
material right here. You can of course, build
this up with other stuff, but I do believe I got this bone from substances share or from
substance source rather. I forgot to mention
that there's also substance share,
which is a really, really good asset or a really good place to
find stuff as well. So I'm gonna be using
this as a base, might not use the full color, like we can roll this
back a little bit. Well, I'm definitely
going to be using this one a little bit right there. Now you can see
here that the mask, it's not capturing
this properly. I don't know why that happened, but we can just go to the mask or they paint
layer on the mask. And this will be one of
those things that I will probably just
manually paint out. There we go. Just a small little
detail right there. I'm also missing oh,
that's an another I would say in that I was missing the little
chains right here, but that's another layer. So this bone right
here, as you can see, it's giving us a
really nice texture, but we're definitely
seeing the same. And this is one of the
things that they promised that that was going to
show you how to fix. We really didn't have that
issue with the character. As you can see it. It's very
difficult to see the same. It's there, but it's very difficult to see due to the way, the very organic way in
which we build the texture. But for this one it's
definitely noticeable here. And what I need to
do is I need to do to the material that
I want to faith. And we can change a
couple of things. First of all, we could
play around with the, with the rotation
and tried to find a rotation that works
a little bit better. But if we can't really
find the best option is to change the projection to something called trip
planner projection. And as you can see,
triplet and prediction. We will predict this
thing and they will get us a faded effect on the border. So as you can see here
where the seam would be, we're going to get a
more faded effect. I'm definitely going to increase
the tiling to something like a four so we
get more detail. And now we can again play
around with the rotation. I'm going to keep the rotation
very low and look at that. Just like that, we
get this a very, very cool looking
base for our horns. Remember that this one right
here is set to a normal. We can even change this to like an overlay which just going
to darken everything. But I think normal
was looking fine. We can play around
to see how much of the dark effect
of the horn we want. The cool thing about the bone
layer right there is that it gives us a really
nice base to work with. Here's where I would
definitely go back to the skin look to
the skin details. Probably I'm going
to add a new layer. And even though we don't
have like any sort of dirt, I think it might be a good idea to add a little
bit of something. I'm going to use a
rust right there, black mask on the rust. But I'm going to tell the
Rus to not have roughness. I just want I just wanted
to effect because as you can see where the bones
joined with the skin, I will expect it to be
a little bit of dirt, some manually gonna go
with my brush here, something like a dirt
spots for instance. And I'm going to paint in a little bit of that
transition like that. Definitely got to
turn on symmetry. All of that. I definitely want to like paint in there sort
of like that's the first thing I want I
wanted to take care of because it looks very weird. The bulge is poking out of the
of the whole thing, right. So we're going to do
this thing right here. On the skin, on the very
border of the Skinner really want to push the dirt and grime. So I don't want to see any
of that sort of effect. There we go. It's going to
darken the horns a little bit. Then of course, this
is going to go into an overlay mode and probably
decrease intensity. They're a little
bit just to, just to get generates
something, right? Then we're gonna go
back to the horns. This folder right here. I'm going to assign a, another rust layer, black mask. We're also going to paint
in the same sort of dirt. The dirt on both sides, the horn and the skin makes sense and they
match both elements. This one, I am going to
leave the roughness on. I'm also going to change this
to overlay, so it's dark. There we go. See how nice the transition
becomes that way. It makes it a little
bit more sense. And if at any point I need
to go back to the skin and just like fade things
out a little bit more, work, just like modify them. We can very easily do it. I'm definitely going to
increase the darkness on the horns right here. I definitely want to have a
little bit more this sort of like dirt and grime, especially on all
of these areas. I'm going to turn
off the symmetry of this areas where the
where the bandages stop. I will expect there to be like
an extra layer of dirt and grime on this that metal bit. And that's where this
is why the rust is such a powerful
thing when they use X to remove a little bit
because I still want to see a little bit of the glossiness
of the, of the horn. There we go. Now again, if we take a
look at the reference, you can see that then
we get some like white or clear effects. Multiple ways to do this. We can do it manually with brushes or we can try
to find something here. For instance, I do remember
that we have this H wallet. I'm not sure if this is part
of the basic materials, but I'm going to use that one. I'm going to rotate
this a little bit so we get some
interesting effects rate, they're definitely
increase the tiling. There we go, even more
thing we can go to a five. That's it. I don't think we want
this much height, so I'm going to go to the height information and
I'm going to bring the height information of
that layer down because I don't want to have a
little bit, not that much. Let's go back to base
color and then I'm going to assign a black mask. And what they can do is you
can go again to my brushes. I'm going to grab something
that's a little bit more like this one. There we go. And we can start
bringing in some of that would affect see that how
it looks like the chip, like the horns being checked
or something, right? So we can play around with this sort
of like chipped effect, especially as we go
closer to the tip, right? Now what we can do to merge
the colors a little bit is we can change this to
again to Linear Dodge. So that adds to the
colors underneath. And we get a really
nice transition. You know, how, how certain
wild animals will constantly crashing and bumped their
heads against each other. I'm actually going to
remove a lot of this. And once I'm happy with that, we can bring this down. So it's not as obvious. Even like remove a
little bit there. So we get this very
nice transition, very natural transition. Look at that. Just a simple layer and
it changes completely, changes completely the
feel of the whole thing. Then finally, we can add another field layer is going
to be just like a white, like a beige leather or layer. I'm going to grab this
are really clean, white. There we go. That's going to be for the tips. Remove a little bit there. Same thing, Linear Dodge. Just bring this down. If we feel that we added a little bit too much
in certain areas. This can play around like some interesting spots and
scratches here and there. And remove some, just add. Then remove the little
bit, remove it. This is how we build
up the layers, right? How we create the
interesting effect them differently going to undertake, but then again, remove. Same thing on the other
side. Remember, don't, don't forget all of the sides. You need to always be
looking at all of the sides. For instance, something
interesting that we can do with this white color, which I think is going
to really help is add some scratches so we can
add a new fill layer here. Look for the
scratches that we've done before. This
one's right here. Definitely increase the tiling. Like small scratch. Look
at that, look at that. Beautiful. Now let me go here. I'm going to actually
bring hide back. Just push, push the
scratches in a little bit. That really, really cool
extra detail there. And as you can see from nothing, from having absolutely nothing, we now have some really, really, really strong
elements right there. Things, this looks quite nice. We can see a little bit of that right there
for the scratches. Very easy way to fix that. Same thing. We'll just go, Oh, your prediction trip
planar mapping. And that should fix the
scratches a little bit. So yeah, I really
like those hormones. Even the roughness is nicely
there a little bit like a more shiny than the
skin, so that's perfect. Now let's very quickly
do the next parts here. I'm going to do horns. Now for the metal, since we're gonna be doing, or we're gonna be using
a lot of metals in, might be a good idea to
build a smart material, which is gonna be
a material that won't use any paint and we're going to try to control
it with only generators. Okay? So I'm going to create a
new Fill Layer Control G. I'm going to call
this damaged iron. Then if we go up
to the materials, we can go for the steel. This is still rough.
Have it right there. It's gonna be the base. Of course this one, we're
going to add a black mask. And we're going to add
a color selection, which is gonna be
this magenta one. There we go. You might want
to be like really shiny. I don t think I want
it to be that shiny. I'm gonna go to the
material first thing, I'm going to change
this to Thailand. I'm gonna give it
a five tiling so we get more information. As you can see
there, I'm going to remove the height information. I don't want this thing to have hide information actually. Do I want to I'm not sure. It's a little bit weird anyway, so let's leave it
like that for now. Then I'm going to use the same
trick that we did for the x. I'm going to bring
my concrete here. I'm going to
increase the tiling. So you get some nice
detail right there. Like a five, we don't have a lot of resolution
there, which is normal. And we're only going to be using the hide information
right there. Now the height is a
little bit too much. So of course we're gonna
go to the height layer. We're going to bring
this Hide Layer down. This is just to give a metal
a little bit of surface. Back here, the steel roof
or the roughness here, we're definitely going to
increase it a little bit. Not that much. What this to read like
metal, 0.3, 0.55. Sounds good. We're going to add rust.
So rush, there we go. Black Mask. Add generator, generator. I'm going to remove a little
bit of the grunge amount. We only have the rust on
like the borders of things. I do think I'm going to
break this into overlay, so it gets darker. And I definitely
want to break it. I think there still is
a little bit too light. So I'm going to
bring the value of the steel down a little bit. Always in contexts, always look at the contexts like this, looking like what
you want to look. If it's not looking, you
got to change things. That one does look interesting. Now I'm gonna go back to
the color selection mask. I'm going to play around with
the tolerance a little bit. Let's see if we can
get rid of those weird pixels right there. That's probably as
much as we can get. So you can see there's a
little bit of something there. Now, technically, we could
paint out those pixels. If we add the paint layer here. As you can see,
we can paint out, but this is very, very common. Like those little
pixels are very common, especially when the change
in material is from a metallic surface between
non-metallic surfaces. Very, very common. So unfortunately we're going
to have to deal with it. We're gonna go back here.
Let's add a metal elsewhere. So I'm just gonna do a color. Roughness. It's going to be a
low roughness black mask at generator and it's gonna be a Metal
Edge way, of course. Thank you as this
very nice effect. And they increase the contrast, lower the damaged a little
bit. And I want that much. And I'm probably going to bring the intensity down
because I don't want this to be super obvious. I still think the, the original steals a little bit too rough. So let's go to 0.6. That's a little bit better. And I am going to use the
trick for the metal edge. Where's so here we're going
to use a field layer. Look for a Klaus. We go, any of the
Clouds is fine. Or of course you can
increase the balance. And the tiling is telling
you is very important because it's telling us what's
going to break this down. And we're going
to multiply this. Now as you can see,
not all parts of the element are going
to have the same sort of seems sort of mental
edge where as I mentioned, we're gonna be using this
as a smart material, which means that
we're going to be duplicating this quite a bit in other parts of the character
to get this to work. So I do like it. I still think it's a
little bit too shiny. And that's one thing
I don't personally like about video
games and metals. They tend to have
really, really shiny. So I'm going to bring
the shininess down. I'm also going to
bring the color down. There we go. So the metal etch were like just shows
a little bit better. I'm also going to go to
the middle edge work and I'm going to bring the
roughness a little bit up. Say the one that metal to
be super, super shiny. You go, that looks,
that looks interesting. So how do we save this?
Well, first thing, we definitely need to
rename these things. It we're going to be using
this as a smart material. So make sure that every layer has something that makes sense. And then you can
right-click this guy and just say, create smart material. And as you can see
now we're going to have this damage iron. And anytime I want to use it, I just drop it and we just need to do the
color selection again. And it's going to
work just as well. I'll show you in
the next couple of years when we jump
into other elements. But yeah, that will
be the way to do it. Now for the bandages, which is the last part
here on the horse, I want to keep all of the horn
things in the same layer. I'm going to go for
like a cloth material. So we go over here and we're
using the fabric suit. I don t think I want to keep this I think this
bandages appeared. They look like little
more like cloth. So I'm gonna I'm gonna use the fact that they
look a little bit more like club to give
them a clot effect. I'm going to use
this fabric BRAF. Everything else are gonna
be like actual bandages, like boxer bandages, but this one I do want
to keep like clock. So let's pretend
that looks good. The size of the
element looks good. Control G, right-click black mask, right-click,
color selection. We pick this color,
as you can see, it's having some issues
there, that's fine. We go here at the paint
layer and we can paint in. Those remain even, even
like having that sort of like like bad edge. I don't think that's that
bad of a problem here, that a try and see if we can increase or decrease
the hardness. There's a tolerance just to remove as many of those
points as we can, because it looks a
little bit weird. And we can actually use color. I think this is where again,
using color like, uh, like some symbolic thing
might be a good idea. So I'm gonna make this a href. We're going to go for
a dark red color. There we go, like
that maroon thing. And let's just add
some basic stuff. It's a simple thing so
we really don't need to add that much like
visual information. Let's set a black mask. Let's hit the generator. That's how the dirt generator
and it is adding it. Let's increase this. This is where the
ambient occlusion really comes into play, really going to bring
the crunch amount down. So I really want to have
the generator there. As you can see. Of course this
goes into overlay. Look at that, that immediately
makes it, makes it pop. I'm gonna go to the Mask. And one thing we can
do with the masses, we can right-click and
we can actually add a filter to the mask,
such as a blur. That's going to blur the mask because you can see right there. And if we play around with
this, you might be able to, just like I'm trying
to find if we can do something there to hide the fact that I don't think
the pleura is really helping. You really hate those
points right there. Makes it look really
weird and I don't want to go in like manually paint those. I mean, it's definitely
an option, right? You can see right there,
but it's not ideal. Now, here's the thing. When we did the
horse will also use the color selection
if you guys remember. So what I can do
is I can go back here and they fill layer, and I'm just going to add a
dark material. There we go. So this dark material, I'm going to add a black mask. And I'm going to go to
geometry selection. And that what this
is going to do is there's gonna be a black mask underneath all of
this so that pretty much hides the problem. I think that's a that's
a good compromise. Finally, on this
folder right here, I definitely want to
add some metal edge where I'm going to
add a new layer. I'm going to sample
the center like reddish color, only color. We really don't
need anything else. Let's bring this color up a
little bit and desaturated, maybe even switch it to like an orange black mask generator. Metal edge where
change this to like an overlay or Linear Dodge
and lower this a little bit. Definitely will not reduce this. There we go. Just a little bit of damage. They're uncertain. Coroner's go for a
really high contrast and we definitely will
definitely bring this down. I'm going to bring it down, but I'm going to
bring this thing up. So it looks or shows
a little bit more. Finding the perfect balance. There. There we go. The bandage is looking
quite nice to remember. All of those bandages are
baked in under the texture. But again, when you see
it from this, like, like if this is a
character there, we're just going to
see like a, like an interesting bandaged going on. So that's it guys. That's pretty much
it for the horns. I think they look good. 22 min. And we made this thing
is look quite, quite nice. We're not really using
any weird techniques. It's just again, layering, finding out how we can
combine all of the materials here instead of substance and creating something
that looks good. So I'm going to stop the
video right here, guys. And in the next one we're
gonna do the teeth, so hang on tight and I'll see
you back on the next video.
67. Teeth Texturing: Hey guys, welcome back
to the next part. Today we are going
to continue with the teeth and the teeth. Again, this is one of
those assets that you normally don't do just
for one character. If you're working on a game, you're gonna do it for
multiple characters. Now here it's a little
bit complicated to do it because it's inside
of the mouth, right? So I'm going to be using F2, which allows me to see my UV map and my textures
at the same time. And we're just going to throw
in some very basic stuff. Okay? So I'm gonna do
this on, of course, on top of everything else, this is the bandages. And we're going to add a
fill layer. Control G. We're going to call this teeth. Right-click other black
mask, right-click, add a color selection color,
and we can pick the teeth. So as you can see, we get. So let's start with the teeth. I think those would be
the easiest ones to do. For this is just a
matter of grabbing a nice beige color or white depending on how clean or not
you want the teeth to be. I personally don't love the
TTB like perfectly white, but we can push them close to that sort of
effect right there. So something like that
looks interesting. Again, it depends
on the character. Sometimes characters
are going to have like a dirtier teeth are
clean your teeth. It all depends. Let's also throw in there
is gonna be the, the teeth. Let's also throw in the gums. So they usually are quite pink. So I'm going to grab
this pink color, maybe like saturated
a little bit more. I'm gonna go more towards
the pinkish side of things. Something like this. Here's where we're
going to have to go to this part right here, which is the inside of the mouth because
we're gonna be adding a black mask and we're going
to be painting the gums. I'm probably going to be using
a soft brush to be honest. I'm gonna go basic soft,
something like this. Something like this. Then of course we clean up a little bit of the
teeth that we don't want to affect like that. And like this. This is one of those
things that it really depends on the project. Because if the character,
for instance, in this case, this character who's going
to have a big burden, a beard and everything. You really don't need to worry too much about the inside
of the mouth, right? Because again, it's not the part that you're going
to be seeing as much, but it's always a good rule of thumb to be as
detailed as possible. But unless he's gonna
be screaming to the camera and the shot is
going to be really close. Get not really
necessary to be dev. What's the worst
as intense there? Now, here we're
going to clean up the teeth or leave a little
bit of the gum line. And they definitely want
to create a little bit of what's the word? Like? Like just a little
bit of dirt. Right. Like I don't want
the T to be like just very simple and perfect. So I'm going to grab rust again. Just drop it in here. We only want color. We're going to add a black mask and we're going to
add a generator, which is going to be
a jerk generator. As you can see, it's going
to dirty up the teeth. And we're probably
going to go into an overlay and just
lower the intensity. So this is going to
give us a little bit of damage to the fact. And to be honest for the, for the, for the basic things that we're going to have
for this character. I think this is more
than enough again, unless you want to go really, really, really extreme
the model of this deeds, if you guys remember, we
just took it from Sievers. So it's not even the best
teeth model that we could do. We could do individual
teeth like what we have on the skull and do a whole
bunch of other things. But usually in an
action game again, unless you're going to have
really, really close shots. Something like this could
work perfectly fine. Also, normally in a production, as I've mentioned before, you're probably going to have one set of teeth are gonna be shared between all of the human
characters, for instance. And those things are going
to be modeled to perfection. So you're not going to
have this guy right here. You probably got to
have a full two k or four K texture for the teeth, but it's gonna be shared between so many characters, okay? The important thing here
is that the glossiness. So just want to make sure
that this look glossy enough. I think they're a little
bit too bright steel. So I'm going to lower the
brightness just a little bit. So it makes sense with the, with the rest of the colors that the character has
everywhere else. And the one thing is to be
like super simple right? Now, since we're already
talking about this stuff, Let's go to the nails because we're definitely
missing the nails. And the nails are quite interesting because they
pretty much are like, I'm not seeing their bones. They could work like boats, so we can make them a
little bit more intense. Now here I'm thinking we might even be able
to use the horns. We can use another
color selection, pick a color and pick the nails. And that's going
to, there we go. That's gonna give us a very
similar effect on the, on the nails as well. But those dude look a little bit darker and it actually messed up a couple
of other things. So let's get out of there. Let's do it. Let's do them again. So
I'm going to add a new, I'm going to use the
bone layer again. I'm going to group
this Control G. And I'm going to
add a black mask. Then I'm going to add
a color selection. We're going to pick a color, and this is the color that
we're going to pick. There we go. Here. I definitely think a
trip planner projection is going to work best. So I'm gonna go to
the bone and change the projection mapping
to trip planner. Going to give us a
slightly different effect. Definitely going to
increase the tiling. So we get more
detail on NH bond. There we go,
something like that. Some dirty nails right there. I'm going to add a fill layer. And I'm going to use
this field layer as my main color for
the, for the nails. And nails tend to be
semi-transparent. So I'm actually going
to keep this like insert a white
flag, white color. Slower this I might go for
like a beige color as well. There we go,
something like that, something that makes
it a little bit of sense for this character. And I'm gonna go to the bone actually I'm gonna read least reduce the amount of details. I don't want there to be as
much like dirt and grime, trying to find the
perfect color here. Now, nails usually do
have sub-surface as well, which is gonna be an
interesting effect. I think that's why it
looks, looks nice. But dirt would definitely
need some dirt. So let's add eight rust layer. We're going to add a black mask, the rust layer, and we're
going to paint layer. If we go here, I'm going
to use our dirt spots. I'm going to dirty up
the debates of the nail. Then let's change
this to overlay. Reduce the intensity a
little bit. There we go. So that's the sort
of, sort of effect that we want to go for. I'm going to turn on symmetry. So I don't wanna do this twice. Always work smart, not hard. You can see some of
these snails are not perfectly aligned
to the finger. That's something that
we can fix later on, on the low poly once we're
back inside of Maya. So don't worry too
much about it. And I'm gonna go
back to the skin. And if you remember, we
have this like Ross skin. We can actually use that to, to again add a little bit of dirt on the fingers themselves. And that's going to make sure
that the connection are, or how these things are
blending between each other. We're going to look
a little bit better. There we go. Now
a metal edge work actually works really nice
with the nails, to be honest. So I'm gonna go all the
way up to the nails here. Let's add a new field layer. Only color black mask
generator model, where you can see
it looks very nice. Of course we're
going to reduce or increase the contrast and
reduce the intensity. So we only get it
in certain areas. Changes to Linear Dodge, maybe reduce the
contrast a little bit and lower the intensity. You can see the front part
of the nail is doing it. I'm going to add the
paint layer here to fix some of this errors. We're going to paint
out the damages or the middle edge where that we
have on the inner borders, which is one that on the outer
border There's also seem, it looks a little bit too wide. I liked it, but it's a
little bit too white. So I'm going to sample
the same color here and just increase the
lightness a little bit. It's going to give
us some very nice looking very nice looking nails fill now that the dirt might
be a little bit too much. So I'm going to bring
this down a little bit. That looks a little
bit better, cool. So yeah, that's it, guys is you can see we're pretty much done with the
nails as well. As I mentioned, we're
probably going to have some subsurface later on. Feel that there's still
a little bit too light. I'm going to bring this down. And also this down a little bit. Here we go. So this is looking quite nice. We're just one, I just
want to do one more video with this guy or with this part of the guy which is the skin. And that's tattoos. We're gonna do some
quick tattoos. I want to do some face
paint, which is again, very common for this
type of characters, and maybe some sort of
like other thing here, the nipples, of course,
we also need to fix them. So yeah, hang on tight and I'll see you back
on the next video.
68. Tattoes Texturing: Hi guys, welcome back to the
next part of the series. So today we're going
to continue with the tattoos and the
nipples, the lips also. I think those are three
things that we need to finish up to make sure that the skin
is pretty much done. So I'm gonna go to
the Skin details, if you remember, we had a skin details and we're
going to work here. First. Let's do the nipples and
I'm just gonna do color. Maybe roughness. Nipples tend to be a little bit rougher than the skin itself. So we're gonna go
for pretty much like a dark pink like
this other black mask. And you don't want to have
like a, like a point. You always want to, again blend things so something like that. We can again modify this a little bit, make
them a little bit darker. I think that looks really good. So we're gonna do that and
of course we're going to blend this so we're
gonna get an overlay. And we can play around
with the intensity. And as you can see, that looks quite nice, nicely blended. It's not too distracting, which is always a little
bit of an issue with things that tend to be or can be related to sexual things. So for a male character
is not really that bad, But for a female character, it's always, it's always
one of those things that makes it a really
complicated lives. They say lips and nipples are pretty
much the same colors. So I'm actually going to
duplicate this layer, the New Black Mask. I'm going to paint the
lips with the same tone, same sort of like dark tone. We're not going to
see much of the lips because we are going
to have the beard. And as you can
see, we don't have as much a detail
here on the lips. We could add some more like striations and stuff
to get the detail. But due to the intensity of the texture that
we have right here, it might not even be visible. So that's one of those
elements where you always going to want to do are we actually going
to be seeing it? Because if we have a fork, a texture just for the face, then yeah, we could
definitely captured all of the striations
of the lips. But for now, this, this, this sort of character
and visceral level. It works, it works fine. For this 11 thing that I am going to change
this, the roughness, I'm going to bring the roughness
down because lips tend to be a little bit glossier
than other elements. Now let's say you do want to add the thing looks
like Abraham. I do want to make sure
that I have some of those associations
as you mentioned, well, we could add, for instance,
again, we could use or make use of layers like a, like a tree layer or
something to get that. Or we have this
human elements like human skin, human nose tip. I do believe there was a I don't remember if we
have a lip or something. But for instance, this one, the eyebrow skin
you can see it's very like it has some
very nice details, so we can bring this in. I'm going to really titled
this up quite a bit. As you can see right there. And if we rotate
this 90 degrees, we're gonna get some normal
map information that we can use for our ellipse. So if I add the black mask here, I can paint in that
normal map information. Okay? Again, the texture
size that we have won't allow me to
get as much detail. But it's something it's something that looks
a little bit better. And if we go here, we can again turn off
the color, for instance. And that we were going to get
only the normal information and our lips are going to look a little bit more interesting. I would definitely go hide information here and just lower that a little
bit because I feel it's a little bit too much. But yeah, you can see how easy it is to add that detail to the lips without having to go all the way back to
see Russian sculpt. So is it possible? Yes, we just did. So finally, for the tattoos
that those are always fun. I love adding two twos
are like blemishes and stuff because it's
relatively easy. So I'm going to add a new fill layer and I'm
going to go for a blue. I think I always loved like this sort of
like dark blue color. So we're going to go for
something like this. This is gonna be my, let's
call this war paint, or paint. There we go. Right-click, add a black mask. Let's get rid of symmetry and that he already has
a scar on this side. So I told him, I
think it might be a good idea to have it
on this side right here. I'm going to use a brush like this church splash that
looks like a brush. And we can just literally
add the paint right there. Of course, I'm going to
show you some some things here to make this thing
look even better. I want him to have
like two lines, three lines right here. That looks okay, right. Like this is what everyone does. Like. They just add the
paint and they're like, Oh yeah, that looks
perfect, but it doesn't. Let's add more stuffs. First of all, I'm going to bring the height information
up because I want this to look
like paint that's actually being pushed forward. And then what I wanna do is I want to add the
sort of like a skin crackling that you get when you are when the when
the paint dries. I'm also going to
bring the roughness up or the one that's going
to be as, as new. So a little bit drier paint. And I'm going to
add a black mask or actually to this black
mass that we already have. I'm going to add a new layer. In the field layer. I'm going to look for again, some sort of like skin effect. If I look for skin,
there's no scheme, but there is one called cells. These cells right here. Have a couple of them. I like this one. Or actually no. Let's go for another one. This one. There we go. That's perfect. So what I'm gonna do
with this one of course, is I'm going to bring the
tiling really, really, really, really high, like 50 to get
this very interesting effect. And then if we grab this
paint and we multiply, what's going to happen
is we're going to have that effect on the face itself. See that? So that way we can
generate this sort of like crackling of the paint. I do believe there's a couple of things here like balance, which we can change a little
bit, contrast as well. I think the tiling might
be a little bit too much. Let's go for something. There
we go, something like that. Trying to see if we can get I'm not seeing
that much. Change. It, that's not that bad. Now, one thing we can
do is we can actually modify this intensity here. So as you can see, we can
play around with how much, how much influence we want
from this particular element. So let's go to 50 on the tiling. The elements are smaller
and you can see how the effects are looking
like crackled effects. And then I'm going to
add another generator. I'm going to add
a dirt generator. And I'm also going
to multiply this. So as you can see, we can
actually invert this. And we can play around
so that only on the high points of the face
is where we get the paint. And the low points which
are the crevasses, the things that fold
a little bit more. The paint is going to be
reduced a little bit more. It's gonna give us a really, really cool looking effect. For instance, on the
inside of the eye. We're not going to
get any more paint, which I think is a really
nice touch to be honest. I'm going to increase
the roughness even more on this to be
really, really rough. And we can of course
overlay this. We can overlay this whether it makes us a little
bit with the skin. And we get this very, very cool looking effect from
just like a couple of strikes that were looking okay ish to something that
looks more like war paint. That's how I would do
something like this. Um, we can do the same
thing for a full mask. I'm actually going to
add a couple more. And the cool thing is, now
that we have that built-in, I can literally add more of those like paint
strips anywhere. And as you can see, I don't really have to
worry too much about it. It really makes no sense to
add it there because it's gonna be, it's gonna be covered. But for instance, at
this arm right here, I don't think we have any sort of like
tattoo or anything, so we can add one band underneath the first
patch and stuff just like an extra detail That's going to be layered
and hidden there. And again, if we get closer, you're going to see
that it looks like the crackle pores since
cancer of the character. So it makes for a really, really convincing sort
of sort of assets. And again, one of the other
cool things is that at any point can change the color, can go by alert, we can
go green, I think by law, it actually looks quite
nice like this dark brown, blue, that looks really good. Yeah. So that's that's it. That's pretty much
it for tattoos. That's pretty much
it for the nipples, That's pretty much
it for the lips. She could see we get a little
bit of extra detail there. And you can also do
this by the way, for the rest of the body. So let's do want to
add more pores or you want pores to be a
little bit more intense. I personally like when things
look a little bit softer, but if you wanna
go for it, again, we can go for instance,
this head bolts kin. And if we add it on
top of everything, we'll probably beneath the, the lips, so right about there. And then we increase the
tiling quite heavily. You can see how we get that, all of that like
pours information, probably like 50 we're going to need if we remove the color. That thing right
there is contribute, contributing to the
roughness and is contributing to the bumpiness
of the whole thing. Again, I will definitely
bring this down a little bit. I don't want to overwrite
what they already have, and I will probably go
to the roughness as well and just tweak this down. A really good way to break
up certain elements as well. But it might look as you
can see here on the scar, it might destroy a
couple of things. That option That's just
don't don't let this, don't let this give you
any contribution to the, to the skin and be very careful on how much hide information
you'll want to give this. Again, maybe just a tad, but just a very basic effect. And it can really, really push your character to
the next level. But again, be careful, the one that everywhere it
seems like, for instance, you can see how this is
affecting the teeth. That's something that
we would need to add a paint layer here. I'm going to add a white mask. And then I'm going to just
remove the teeth from there. Probably remove
the horns as well, the metal, the bandages like I don't want that thing to
affect anything but the skin. So it's one of those like little tricks there that you can use. You can see it doesn't really change that
much on the face because we're really pushing the face to the maximum limit, the UCF from afar. It can definitely add a
little bit of breaking points are break textures
everywhere else. So yeah, that's it for the, for the thyroid is body Guys. We're pretty much
done with this. Now. I know that we've been
spending quite a bit of time. And again, as I've mentioned, usually in the production, you're going to have to
spend this much time. It's totally normal. But the good news I have for you is that most
of the next things that we're gonna be working with are not going to
require as much. As much. What's the word as much time? Because we're gonna be doing a lot of leather,
a lot of metals, a lot of bone, and
all of those things are gonna be pretty
much the same thing. I'm worried about one
thing and that's the fact that he looks really cool
as a character here. But I'm not sure how the tail
is going to look, right, because the tail and
the skin might not look as cool as I might
say I'm thinking. So we might need to change
some of the hues later on. But let's just keep
working for now. I'm going to stop the
video right here, guys, in the next one, we're going to go over the I think we're going
to go for the belt, which has a lot of basic stuff
that we can we can work. So yeah, hang on tight and I'll see you back
on the next video.
69. Leather Texturing: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the leather texturing. But before we do that, I'm just going to show you a very quick way in which how we can reuse some of the materials
that we already have. So if you guys remember
in the last section we were doing the what was it? The metals the metal bit
for that, for the horn? Well, this middle bit here, this call is pretty
much the same thing. I'm just going to use
this damaged element here is this is more material. Just going to bring this in. And when I tried
to bring this in, we're probably going to
have something that looks really weird like there. And that's because it's
using the color selection. You guys remember to
grab a deeper color. In this case, we're gonna
change this to yellow color. We no longer need the purple, so we'll just delete that one. As you can see, we get
the exact same sort of like metal do we have here
on this part right here. And this is what
we're gonna be doing for every single metal piece. Because what we want or one of the important things that
we want is we want to make sure that whenever
we're doing any sort of any sort of
technique or whatever, either it's compatible
with everything else. Now, I do have one
extra texture here, and I'm gonna see if I can
include this on our assets. Usually, I shouldn't be I don't think I should
be distributing this, but if you keep it a secret, I'm gonna be happy with that. So I have this material here, which is the book texture, old book that right here. And I love this one because if I get this inside of the folder, I increase the tiling. You can see that we get
that sort of like very damaged and worn out effect. So what can we do here? Well, of course we
could just get rid of everything except for the, for the height and the normal. Of course we're gonna
go to the height and just reduce
this a little bit. So as you can see with that, we can add another
layer of complexity to the belt without really
having to sculpt anything. So as you can see, just a
small little detail there and it makes the whole
belt look way wait, nicer. So for the leather, this is what we have
here as reference. And as you can see, there's
a lot of different leather. We can go for some very
soft and like raw leather, we can go to enforce some more advanced and shiny leather. There's a lot of leather and
this is of course creators. And you can see
he's wearing very, I would say new leather. But we can we can
mix it up and create some things that look
similar to that. Now, the first thing I need
to decide this wetter, I want all of this
leather elements to beat this same
sort of leather? Or do I want them to be
different types of letters? And I think for a
sort of like a, like an 0 balanced look or a valence effect having
the same sort of leather, the side ones might
be a good idea and then a different one
for the central one. So again, there are
several others. I think this laser scales,
leather churned leather, soft grain leather
Ralph like oh, this guy's are included
with Substance Painter. But this is where having access to some extra letters
is really, really good. For instance, after
this warn horse leather that I got from
the, from the site. And if I just drag this on top, like look how nice this looks, It's really, really good. So I'm going to Control G, This guy control-click black mask. And I'm going to use my
polygon field to just fill this guy in here here
and that guy right there. So all of these guys. Now there's a couple of things I want to do with this one, because it does look quite nice, but the height is a
little bit too much. Now, besides going into the height layer and
just bring it down, you can also go to the, to the base color two parameters here and other
technical parameters. There's gonna be one
called high position. If you lower this like a 0.1, that's also going to lower
the intensity of the height, as you can see right there. I do think I want to increase the tiling just a little bit. So something like a two to
get some more variation. But something like that is, I would say like
really getting close to the effect that I want. I'm probably going to bring
this up a little bit more. Let's do a three so that we get some interesting
effects right there. I do think I'm going to bring the leather intensity
a little bit lower, so 0.05 because I don't want to have as much bumpiness,
roughness wise. I definitely want to increase the roughness a little bit more. So I don't want this to
be super, super shiny. And there we go.
Now, don't worry about this part right here. That's the skin just like
overlapping with the low poly. Remember we can just
push the low poly in a little bit on the, on the Maya file and that's
gonna be, that's gonna be it. Yeah, that looks really good. Let's add now the stitches. For the stitches,
i'm I'm gonna go for the Probably just like
this leather medium grain. Just have it right there. I'm going to add a black mask. And then I'm going to
add a color selection. And I'm going to
pick the red color. And as you can see, that's
going to add that everywhere. Okay? Now this one, I am
going to get rid of the high deformation because
I want them to be flat. And I don't know what else it has because it's giving
me a slightly weird effect. It's not that bad. Skimming
is slightly weird effect. Now, let's add a
roster of course. So we're going to
add the rust fine to this guy right here, or the black mask. And let's add a generator, a dirge area that's
really going to help with the stitches
because as you can see, it's going to go inside
of the stitches. And if we change
this to overlay, we're gonna get this
very dark effect, which looks very good,
which by the way. This, that's exactly the sort of technique that
they're using it here. This is a little
bit more complex. There is a little bit more
geometry here as you can see, but that's where like dark color that
you're seeing there. That's just a generator. So there's not a lot
of industry secrets, but that's one of them. We're definitely going
to bring this down a little bit on the intensity, or I am going to bring it down. And I definitely want this to make it a little bit darker. There we go. Now, I really like the effect that we're
getting with the dirt. There's even some like
dirt effect right there. We're getting some
weird bakes on there. Unfortunately, we could
repeat the Bakes and do something similar to
what we did with the face. But let's keep it
like this for now. Now. I definitely want to add
a little bit more dirt on this area right here, but here's where
the self occlusion that we were using is
not working, right? So we need to grab a paint layer and just painting
in some of this stuff. I'm gonna go to my
brushes, I'm going to go for the dirt spots,
this one right here. I'm just going to dirty up
a little bit of the dirt. Let's turn off the
body. There we go. In a dirty up a little bit
of this text right here. Very hand painted the factory. They're like, again, using
my experience and my own sort of like artistic intuition to know where to place
a little bit more, where to place a
little bit less. So also want to darken just a couple of
spots here and there. Especially on the
lower sections here, I would expect this to
be a little bit dirtier. So journeying some of
this leather right there. Look how nice this
leather it looks. So I did mention it,
but if I didn't, there is another one called
the 3D substance share. So if you don't have access
to the premium materials, if you're not subscribed with, again, I strongly
recommend that you subscribe because you'll get
access to so many things. There's this substance share and substance share is free,
It's the community. So the community
shares and stuff. And as you can see,
for instance, we have this dirty leather. Just download this
one and it will give you a very, very
similar effects. So you can get a lot of
free materials also, if you know where to find
other sorts of materials, there's other sites that
offer this sort of things. You can do that as well. Let's throw in, I'm gonna
go back to the materials. I'm going to go for a leather, this one the leather rough because this is the one that I'm
going to use him for the metal edge work. I'm going to add a black mask. I'm going to add a generator and we're going to have
a metal Ashworth. There we go. Look at that immediately. This whole thing looks way, way better and this is where
you're gonna be able to see the trach in place like
a little bit better. So I'm going to
look for my clouds, a generator that's
one right here. And I'm going to increase
the tiling quite a bit. I'm going to
increase the balance or decrease it,
increase the contrast. The contrast is a really
important one. There we go. And now if we multiply this, That's how this thing right
there is multiplying, as you can see, it's removing some of the metal edge work so that we don't get as much and it looks a little bit more natural. So look at how nice that looks. Oh, it's doing an out-of-state. Let me pause real quick
and I'll be right back. This is going to take awhile. There we go. So yeah, look at that, that looks really, really cool. Now, one thing I'm gonna do with this is I'm gonna see if I can push the technical parameters
here, the height position. I'm going to push it in. Okay, See that? So that's going to
carve in the damaged. So it looks like we
took pieces out of the leather going to make it look really, really,
really cool. Now, keep in mind that the firm we're actually
going to be attaching to this section right here
is gonna be just like coming out of this
like a raw leather. So that's why I'm keeping
it really, really, really wrong in this
particular case. Just kind of like
puffs for coming from this side because we're
going to blend them in. So that's pretty much it. The final thing I
might add in the, I could do this on
this one right here is another field layer
with the scratches. You guys know how
the scratches make these things look really,
really cool as well. So I'm just going to add
another scratched later. I'm definitely going to increase the tiling so the scratches are smaller and we can balance
or lowered the balance. We don't want this
many scratches. So just something like this. Looks good. Really good. Perfect. Yeah, I think maybe I'm going to reduce
this a little bit, just the intensity
of the scratches. We also need to multiply it
by the way, or in this case, I think we need to Linear Dodge Add so that we can see both
at the same time. So we see the scratches
and everything else. And then I'm going to lower the intensity of the scratches. That said, let's
turn on the body. Again, always important
to look things into or to see
things in context. Again, context is
really important. So we need to always
take a look at how everything is looking
with each other. Right now, of course,
if we turn everything else and it's going
to look really weird. But yeah. So now this thing
that we just did with the with the with the leather. We actually didn't
paint this many things. We did paint the
rust and stuff so we can actually utilize this thing. And if you don't
want to realize, just keep in mind that we
use this word horse leather. So we might be duplicating this to other parts of
the belts like the, like the chest
belts for instance. I think those are gonna
be an important bit. Now for the centerpiece, I am going to use, I have this, again, this patent leather
gear leather. So I'm going to throw this in
all the way up to the top. Actually, let me
just delete that. Let's call this side panels. We're going to throw this
paginated thing on top. Of course, we're going to
group it, lack mascot. And I can go to geometry and
just like mass that one. And then this one, we need
to increase the tiling. So let's go to like a five, a little bit more like a ten. Content looks, looking
a little bit better. Again, the technical parameters
are a little bit too high. So on the height arrange points, you'll find probably a little
bit more. Let's try 0.1. There we go. That looks a little
bit better, and I do like those lines, but I want to rotate
this thing a little bit. So the line start going
down. There we go. So as you can see, this creates
an interesting contrast on the letter itself because we're going
to have this dark leathers on the side and then this
central, central letter. It's gonna be a little
bit more interesting. I'm going to push the roughness
up for the variation, maybe even a little bit more. I don't want this to be
as shiny. Really, really. Up. There we go. And I kinda want to bring
the color variation down. Maybe the tiling media telling
us too much lives of five. There we go. That's a
little bit better because I don't want to
have as much noise. I want things to be a
little bit cleaner. Now this one, again, we're gonna go for the leather rough. I'm going to add it's
a black mask generator and it's metal elsewhere. This is where we can actually
duplicate the other one. To save a little bit of times. We're just going to
say Control C. And then over here control V, because it follows a
very similar pattern. Now the only thing that
we need to do is go to the clouds and play
around with that. With darkness here. Maybe change the color here a little bit more
like make it a little bit lighter so we can actually see it and probably
change the height. I think the height might
be a little bit too much for this particular one. So I'm going to move the height a little bit more
control spaces. Let's go back to the color. I'm gonna do Linear
Dodge for this one. I'm also going to
reduce the intensity. There we go. We don't have stitches,
so it makes for a slightly different
effect overall. But it looks interesting. And let's of course
add our dirt. So for this one, I
actually don't want to add a dirt path. I want to paint this. I'm going to go black mask
and I'm just going to paint a little bit of dirt manually where I would
expect there to be. Again, a little bit of
this sort of effect. Something sometimes as simple as that should be more than enough. Let's do an overlay there. That as you can see, just adds a little
bit more stuff. I usually like to have
my dirt underneath the metal edge work so that we get this very,
very cool effect. Let's start on the body again. Now, here's one thing
that I'm seeing. The leather is really complex and the skin of the
character is not as complex. As you can see. The skin looks very smooth and then to leather looks
really, really rough. And that is creating a little
bit of a weird contrasts. Now, we need to ask yourself, what's the thing that's
going to be easier to tweak the leather or the skin. And to be honest, it's the skin. So we're gonna go back to
the thyroid right here. Real quick. We're gonna go to
the Skin details. And I'm going to add
something like the, like, even like the like even
just as a roast actually, the Ross is going to have
a lot of complexity. And then we throw in an overlay and we bring this
really, really low. Just, just increase
there a little bit, just change the tone a little bit as you can see right there, it's just, it's just
adding that again, that's sort of like
visual interests. But actually the rust
that it's not doing the straight down
worn horse leather. Really weird. I know this is gonna be really, really weird, but if we turn everything
off except for the color, you can see we're getting
a lot of visual interest. I'm going to change this
to try planner projection. And then we change
this to an overlay. And that's going to
bring the tones closer. I noticed it looks very, very stupid, but it really
brings everything closer. Probably going to be able to
lower this to like a twin. It's like adding a filter onto on top of everything so that we so that we can work a little
bit better at what the **** did they change here? Geometry mask. I'm
using a geometry mask. The ****. Do I deactivate this? Oh, there we go. Just
click on another section. Yeah, so that's
the geometry of S, but we're not doing
anything like that. Okay, cool. So that helps
a little bit they think, let's go back to the belt. Again. We're missing
all of the other props. So maybe with the chest belt and everything thinks are going
to look a little bit better. We also need to later
on think if we want to add a more dirt to
word like the belt is. So for instance, on
this area right here, I want to add a
little bit of dirt, but so far I think we're
in a good position. Now for the leather belt. We also need to think about what we're gonna do
for the leather belt. And I think we can go for a
maybe like a lighter color. I was thinking about a darker
color like here on the hat, but maybe a lighter
color might be better. So I'm gonna go again to the leathers and
I'm going to use the let's look for leather. And that's what we have here. So those are some of the
ones that I've downloaded, but this should
be the base ones. So let's just leatherbacks.
Leatherback works fine. So I'm going to go all
the way to the top. There we go. Add black
mask, color selection. We pick that color right there. You can see that
this is properly, there might be a little
bit of a problem there. So let's add a mask
selection color. That's it. Oh yeah, you can see there's
a little bit of green there. So we're going to have
to add the paint layer. Painting that
sexual right there. And this is because the
thing is hanging so it's projecting a little bit of
the, of the problems there. So let's go to the leather. Let's check the tiling first. We definitely want to increase
the tiling a little bit. Probably like a ten. It looks okay. The technical parameters that again, a little bit too big, so I'm going to bring
the height range 0.05. We definitely want
to rotate this so that the thing goes in
line with the leather, so a little bit closer to that. And I'm going to
change the color. One is to be a little
bit more like a, like a, like a nice there we go. Look like a light. A little bit of a nicer red, so something like that. Now we definitely need
to create the group. I forgot to create the group. Can we copy this mask? Yes, just right-click and then copy mask. We create a new black mask here. Right-click, paste into mask. There we go. So now this
is the exact same one. We can actually delete this
mask or remove the mask. So remove mask, and since we have the mask and the other one That's it should
be working perfectly fine. I am, I think I'm sick. I kinda wanna kinda
wanna get rid of this. I don't want to have
as much height. Or if we have height, definitely want to
bring this lower. Like really, really low. And I've seen this belts
where the border of the belt is a slightly different color than
the rest of the belt. So I'm going to add
a new fill layer here and I'm going to select a deep red color like this one. I'm going to turn
off everything. I'm actually going to go
for a brighter color. There we go. And I'm going to Black Mask. And with my paint brush here, I'm going to paint the border of the belt so that
when we do overlay, get this nice red deep color, there might not be a bad
idea to turn on symmetry. Save ourselves a
little bit of time. Go. We definitely need to go
back to the original mask. This guy right here. We need to paint in a little
bit of leather there. That always happens with
this sort of bakes. Unfortunately, when you have two objects that are
really close together, it's very common to get that
sort of sort of problem. Let's go back here. And then we of course like lower the intensity here
pretty much just to create a sort of border
for the dark red color. That's nice. That's throwing the rust. So we've got the Rus here at Black Mask,
roast and leather. They play really, really
well to be honest. We can create some very
nice-looking things very fast. My bad there. Change this to dirt that
we look at that, yeah, you can see it very easy to create something
interesting with because it just
kinda like stains the borders, makes
it look really cool. So as you can see,
something interesting is happening here as
we add more stuff. The disparity that we
saw before between the skin and the leather
is no longer as intense. Because we have this
very interesting looking where we have
more complexity, more and more visual
interest, I would say, and it makes it less
obvious, pretty much. So. Yeah, that's, that's pretty
much it for this one. Of course I'm going to throw
in a middle edge first, I'm going to grab this leather rough right-click black mask, right-click generator. We throw in a metal elsewhere. There we go. And we throw in a field
to, to break this up. It's like a Klaus. I don't want to do
is scratches on that one doesn't
really make sense. Let's increase the contrast
that and we multiply. You can see we get that. Then of course this one
goes into linear dodge. And we reduce the
density a little bit. You can even change the color of the sky a little
bit more into the, to the reds and the
oranges because this is the sort of color that we would expect for that particular belt. And look at that. Now, Beth, I am just going to
finish one more thing here, which is this guy right here. I know we're already
close to the 25 min, but there's a very
cool smart material that I really like, which is the sort
of like copper, like this, bronze
armor, bronze, copper. So I'm just going to
drop this in here. It already has some sort of like like Ross and everything. It's a very simple one. And I just want to add
it to the big things. Actually now that I think of it, it makes a little
bit more sense to just realize the
one that we have. So over here on the
color selection, we're just going to pick another color and
that guy right there. Yeah, that looks way better. There we go. The belt is ready. Not bad, right? Not freaking bad. I would say. Now, can we add
more stuff to this? Yes, we could add like patterns
or like inscriptions on the leather and just like
mask them out and stuff. But I think for now this
looks really, really good. We're in a really good position. So we're now going to jump
onto the next problem, which are the top bodied
like this guys right here. Let's finish this
top part before we figure out what we're
going to be doing with the tail end the skin. So that's it for this one guys. I'll see you back
on the next video.
70. Belts Texturing: Hi guys. Welcome back to the next part. So today we're going to
continue with the belts, which is the top part
here on the character. And as we've mentioned before, We already have a base like
this guys right here are the ones that are giving us the direction and how we
want to do the belts. So here we need to
make a decision. Do we want this belts to be like the leather skirt or do want to be a little bit nicer
like this guy right here. And I personally think
that it might be a little bit better to
have them like this. So I'm going to graph
this folder right here, which is our main belt. Let's call this like nice belt. And you can actually
copy the folder just like copy layers. We're gonna go all the way
to the top body prompts. Let's get rid of that
bone stylized and I'm going to paste layers. So right here, there we go. So of course there's a couple of things that are
not going to match. You can see that we're
selecting things that shouldn't be
selected and stuff. So we're going to have to
do some reconstruction, but it should only be a color selection
reconstruction where we pick the belts like
that and look at that. We get this very
cool looking belts and the third patch
and everything. And I do think this like
match pretty nicely. Now, of course, a couple of things that we can change here. For instance, the clouds,
there are definitely helping, but I can see it's
still that there's a couple of right there
that are too obvious. So I'm going to add
a paint layer here. And we're just going
to start removing some of the damage that we have. We can also add a little
bit of damage like, Hey, maybe you want to add some
extra detail here and there, just to indicate that this
belts are a little bit older. And as you can see,
little by little, the whole thing is just like a becoming a little
bit more complete. And we can add this really
cool looking effects. I feel like this guy over
here perfectly fine. And it's mainly
just like deleting certain areas that may look
a little bit too obvious. So that's mainly
what we wanna do. Let's go a little bit of edge where I don't
know if it's square, what I'm going to
just paint that in. It's probably the
normal map, again, projected on top of itself. A little bit unfortunate, but
it's part of the process. So let's crop the smart
material that we have here are damaged. Ireland. Just going to drop this on top. Go to this guy right
here, color selection, get rid of this one and
let's pick the Not that one. The yellow color. There you go. As you can see, we can
also save a little bit of time there by quickly adding this to the
belt buckles and they're going to follow or
they're going to have exactly, or should have
exactly the same sort of like colors and values. We have everywhere else. Over here it seems like we're
also getting that nice, nice little shine right there. Now, what else can we
add to this elements? I do think in this
particular case, a couple of scratches
might not be a bad idea. And actually when
the goal for the, we're gonna go for the
horse or the book, the old book layer. And again, as you
can see, we can add some more visual
interests there. So I'm going to use for
tiling. There we go. That looks great. And I'm going to try and use
an overlay here. It's a little bit too
much on the color that the normal Looks good. We can just reduce the color. And of course go to
the hide information and reduce the height as well. It's gonna give us some
very nice looking belts are going to be
interacting quite nicely with the character. Now, remember the right
now we're not getting any shadow from the belts
on top of the character, but you can very quickly go here to the visualizer, turn
out of the shadows. And there's gonna be some
self occlusion that's gonna be eventually
happening right now. We're not really
seeing it as much because we're not using
ray trace the shadows. But we should see a little
bit of a darkness here. Now, if you want to, I don't really recommend
this because it's going to damage or paint the skin, but if you want to, we
could go to the skin. Now another thing is now that we already have a good skin, we can go to the display and we can go back to a nice material. I personally really like
working with the Corsica pitch because either it darkens
the colors a little bit. Some people like
this glaze patio, which is like a
softer pastel tone, or even the bony fastest street, the ones that one's
also quite nice. Or if you just want to
go for the basic one, the panorama is the one that
you normally work with. So yeah, there we go. That's looking
interesting there. So the leather belts are
pretty much done there. I would say. I'm not sure if I want
to add anything else, to be honest, I don't think
we really need anything else. It looks quite nice. Now again, I'm again
seeing everything in context and I'm like this guy needs more
dirt like that. The skin needs merger. So I'm going to go
back to the body. I'm going to add a dirt
layer to the skin, but this is gonna be like a
traditional like dirt layer. So I'm going to the, to the base color or gonna go to the skin against
the skin details. In here, I'm going to
add probably like a, like a roast again. I'm going to add the black mask. I'm going to add a fill layer. I'm gonna go for a dirt. There are some very
nice like cool grunge dirt masks like
this ones right here. This one right here. Fingerprints, crunch, leak
dirty like all of this. I'm going to try this
crunch, this third layer. There we go, see how, how much of a change
just having a couple more extra details help. So let's do a four there. This one's definitely
going to be dark. And we actually don't
need to overlay this. This is just like literally
dirt on top of the character. Just battle damaged,
battle worn, or however you want to call it. You could maybe soften
it up a little bit, but I wouldn't recommend
doing it as much. And the cool thing is, this
grunge mask should have a balanced value that we can use to dirty up the character
a little bit more. And that's going
to, again, like, kinda like I'm not sure. I'm trying to find
the word in English, but in Spanish we
call it complement. I think that's the
way it's going to compliment the whole
thing right here. I'm going to increase the
contrast so that we get some very defined like dirt layers. And again, we can just
play a little bit there just to give some more
texture to the skin. And the unify it, unify. That's the word unify. The whole like, uh, like acid with everything else. Now, let's use the time that we have right now
to do the bandages. And the bandages is
one of those things that we're gonna be doing a lot. So here's where
another smart material could really come into play. So I'm going to go back to
the top body prompts here. And we're going to create a
new smart, smart materials. So let's just create
the new fill layer. Right-click. Well,
actually a group this, we're going to
call this bandages and these are gonna be
traditional bandages, so we're gonna be using, it was this fabric pseudo
was looking quite nice. Right-click. We're going to use a black mask. And the black of
mass is going to be driven by a color selection, which in this case is gonna
be this one right here. Let's find the exact
size for the mapping. So I think we're gonna go
for something like a ten. Maybe a little bit too much. You can see how we lose a little bit of
the pattern there. So let's try eight. It looks good. Let's go for the colors now. We're going to
start with a base, like neutral beige
color like that. And then this one is going
to be the exact same color. A little bit more red
and a little bit darker. So it matches the
rest of the elements. There we go. Little by little. We're going for a very
warm, earthy palette, which I think is fine for this character is supposed
to be a barbarian. So a lot of like
primal ration stuff. I think I'm going to lighten up a little bit because I think it's a
little bit too dark. Especially since we're
gonna be adding more stuff. There we go. Look how nice
this bandage it looks. So remember why we didn't, we chose at the end
not to use the, the hypotheses for
the bandages because we're we're gonna be
adding this detail here. And there was no real need to bring all of that
noise from ZBrush. We can rebuild the,
reconstructed here inside of, inside of a substance. So now let's throw
in our basic layers. Let's do a rush real quick. Let's go and do a black mask. And this is gonna be a dirt
layer or sorry, a generator. And it's gonna be a
generator going to go inside of the
bandages. There we go. Definitely. Let's go for a darker, more or less saturated the one. And I'm gonna go to
the generator itself. I'm going to bring
the contrast down. I want to have a very soft dirt. They're probably a little bit more sort of like the
battle worn ones. We're definitely going to add an overlay and bring
the opacity down. So that's what's going
to give us the depth on the bandages. Okay. Now remember we're
not painting anything yet. We can add blood and
other stuff later on, but we don't want to paint
or add anything yet. I still think it's a
little bit too dark, so I'm going to lighten
this up a little bit more, especially in the
light colors here. And maybe even here on
this colors right here. There we go. Especially because
we have a lot of dark colors and it's always good to have a little bit of contrast between different elements. Now, we can see this is one of the cool things
we can actually see through this guy. And we're actually
seeing the skin. So the skin is showing. And that makes for a really, really interesting read
on the whole thing. Let's add the layer for the, for the metal edge where you
can just color black mask. This black box is of
course going to be a generator metal elsewhere. There we go. A lot more contrast, a little bit less wear, tear. And the color itself should be very close to
this one right here. Just a little bit lighter. Like that, changes
to Linear Dodge. And bring this down. Again, we have the same issue
that we've had with all of these things when we're
using automatic generators. And that's the fact
that it's everywhere. It's everywhere. Still think that this might
be a little bit too light, so I'm going to bring it down
a little bit, tone it down. Yeah, let's definitely
use a Clouds generator here so they feel layer. Use our cloud generator. Play around with the tiling
and with the balance, mainly with the contrast. Those are the pieces
that are going to be multiply against. That's what's going to break. As you can see, it's
going to break up our stuff a little bit more. We go. Now I do think it might be a, might not be a bad idea to go into the character and dirty up the areas where the bandages are not covering to have again, a little bit of
ambient occlusion. So we go back to the body. As you can see, this
is a process where it's continuously
going back and forth. It's, it's, you're not done with a piece just because we finished
that huge keep going in. You keep changing
things if you need to. So let's go again to
the skin details. I'm going to use this russ
fine that we're using. I think it works really nicely. I'm going to paint
layer turn on symmetry. That a little bit of dirt there underneath because I would expect if the
bandages are dirty, I would expect the arms
to be dirty as well. I can of course, like remove a little bit of third
here and there. In general, we want to give it this sort of feeling right? Now. Remember the
thing that looks a little bit weird on
the connection of the forearm and the arm will no longer there because
it's still there, but we no longer see it
because the bandages are gonna be hiding that specific asset. So yeah, I think I think that's pretty much
it for this one guys. We got the belts, we've
got this guys right here. I think we can also use we go back to the
top body prompts. I think we can also use the
same sort of like metal thing for this damage Iran,
the color selection. You can also use it for
this guy right here. Let's see how them look. Yeah, look at that.
It's perfect. Just like this metal blades. Again. The more you use the same
colors and materials, the more cohesive and the more
unified a character looks. If you, if you tried to
rebuild the materials every single time you're doing a new part of the character, you're gonna get into
a big, big mess. So, yeah, that's it, guys. I'm going to stop the
video right here. I'm going to save make
sure to save frequently. You don't want to lose
any of your progress. But everything looks
really, really cool here. In the next video, I'm
going to show you how to add some metal rivets
to their belts. And I'm also going to show
you how to do this call. So hang on tight. And I'll see you back
on the next video.
71. Skull Texturing: Hey guys, welcome back to
the next part of the series. Today we're going to
continue with the skull. And this is pretty much the
final part that we have here. As you can see, these
guys are also done. This is pretty much the
final part that we have for the top of the character, for the top part
of the character. After that, we're
going to jump to the lower body and
the andro prompts, which are not that different from what we have right here. But yeah, so before
we jump there, I do want to show
you how to make some nice little rebuts
on this element. So I'm gonna go all
the way to the top and I'm going to add
a new field layer. This is going to
be a metal layer. So the roughness is
gonna be up, the middle, this is going to be up and the clutter
is going to be down. Okay. So it's just like
some dark metal rivets, probably a little
bit lower roughness. I'm going to add a black
mask and we're going to push the height information
up a little bit. Then if we jumped
into the brushes, it go into the mask of course, and we grab a soft
brush or a hard brush. We're gonna be able to do is we're gonna be able to
add the rebuts like that. This is a very common technique or process that we can do
for this sort of things. And it just adds
an extra level of interests if you change this
to a basic heart by the way. So we're going to look more
like round effects like that. So it's just a quick way to add the extra little details
that you didn't have before. I'm going to bring the
roughness down, to be honest. The yeah, that's pretty much it. Just the lower height. There we go. You don't
want these things to look like they're
watching too much. Especially like back here, guys, remember, we
mentioned this. We could of course bake
this with geometry, but to be honest, since this is such a
small little thing here, I'm gonna go with soft. So it looks more like
a, like a sphere. Same thing here. And it just makes for a nice little detail
here and there. We can add a couple more like
that where it makes sense. Of course just add them
where they make sense. You didn't need to add them, don't, don't overdo it. So for instance,
there and there, It's just a small little detail. Well, anyway, for the scope, we're going to add a new layer. We're going to add a
control G to group this. We're going to call this column. Right-click. Right-click at a black mask, at a color selection, and we're going to
pick the blue colors. You can see the teeth
are in different color. We could include them here. And I actually think
it's not a bad idea to include that in the group. So both of them
are gonna be here. And now we need to
start with something. We do have this bone elements, but I don't love this one for the skull because it's going
to add a lot of detail. We can use it as a base. But as you can see, it's not
really doing a great job. We can try to use a try
planar projection as well. Just going to make it not bad, a little bit better,
but it looks a little bit too obvious. So I might use it as a base, but I'm going to use
a new layer here. And we also have a reference and we have a couple
of bone reference. And you can see how
it looks like this, like whitish, interesting bone like this tones right there.
Those look amazing. So I'm going to sample
that color from the skull. Sort of like beige color. And we can try using
a Linear Dodge. Linear Dodge because
it's going to add, and I do want the school to
be a little bit cleaner. I'm gonna go back to this one
and I'm probably going to, or actually this one,
I'm going to increase the roughness because I want this to be a
little bit flatter. Because you can see we do
get something interesting, but I don't love the
what's the word? I don't love the overall thing. So I'm gonna go back to normal. I'm going to play around
with this guy a little bit. And then this guy, I'm definitely going to take
off the normal map. I don't want the lines
to be showing through. Something like this
to start with, could be a good idea. It gives an interesting
like overall field. Now, in the same way
as how we did it with the skull or
with the metal. We can also use a concrete here. Increase the tiling a
little bit like a four, and remove everything except
for the height information. We get some more roughness, like a more porous effect. Go to the height lower. This wouldn't want this
much, just a little bit of contribution there to
break up the silhouette. And that already
looks quite nice. Now I'm going to use our
traditional like rust layer. Right here. I'm going to add a black mask. And that generator,
and this is gonna be a very obvious
uttered generator. Just fill in all the gaps
right there. Overlay. Increase the dirty little
bit more, not that much. I might increase the dirt but
reduce the crunch amount. So it's not as intense and
definitely lower this. That gives me the base like the color law,
basic color effect. But now we want the
shiny effect like the, you can see here
that the skulls and the references are quite white, quite, quite wide even like a, like dislike Lion or
disguise right here. So we definitely need
to bring in the, the nice like white effects. So I'm gonna go back, I'm going to use
this concrete pure. The concrete pure
because it has, again, I'm not going to use a
normal information actually, or the height information
I just wanted to color variation that
we have right there. I'm also not going
to use the roughness and we're going to
add a black mask. And for this one, I'm going to add two generators. I'm going to add first, a light generator is going to be coming from
the top like this. It's gonna be, of course, a linear dodge color
of this thing. Unfortunately, we can't
really change this, but we can change the hue a
little bit to try to go to towards the same color. And then what we can
do is we can use on top of this light generator, we can use another generator and it's going to
be a metal edge where and we can multiply this. So what this will do
is we'll only going to get this on the upper
parts of the elements. See that that's a really, really cool way to like mix and match these
guys right here. It's a little bit more grunge there and we're definitely going to reduce the amount
and it's layering. We're doing this layering
trig, this layering effect. What we want, not just like add a couple of stuff. I'm
going to change the lights. I feel like the
slides are not giving me the effect that we want. Let's go for the glaze patio. I kinda wanna go for yeah, just imagining on the game like I feel like the character
is a little bit to red. Now, look there, we have
a lot of warm colors, so we need to find a way
to balance that out. Light is one way that
we can balance it out. So you can see right here, but
we gotta be careful there. So I like this, this
initial construction. Let's throw in another
layer of clear light. So I'm going to add a wanna
do a leather to be honest. Straight this concrete. There we go, because I won. One concrete that we can
select a color from. There we go. Again, no high, no rough, no metal
just to color. That's definitely
increase the tiling. Other black mask, the
generator in here, I'm actually going
to use a different one I'm not going
to use to generate. I'm going to use first a field. And we're going to look
for the ambient occlusion. The ambient occlusion
for the Skoll, which should be this
one right here, is going to be inverted as well. But it's gonna give us a
nice effect and we can add a levels and play around with the
levels that we go to really push certain
parts of the effect. And then of course, we can add another field layer,
such as a cloud. To break it up a
little bit more. It's increased the
Thailand as well, five. And we're gonna
another outer safe. That's fine because
I haven't saved them that and a couple of videos. So, yeah, we're just going
to multiply this Gauss. And again, in order to, to not use normal
textures, we're, we're procedurally
generating all of these textures to create something interesting
for our character here. So let's just wait
for this to finish. There we go. And we change
this to again to Linear Dodge. And we're multiplying. And so what's going
to do? And with this, we can again tweak around and create something
that looks interesting. It looks quite, quite nice. I still think that
the original rust is a little bit too orangey. I'm going to go more
for the dark colors, like a dark brown
colors like that, so that we don't have
the same sort of like rust everywhere, right? That's going to be an important distinction
that we want to make. I also want to bring
it down a little bit. I want to show a little
bit more of the skull. Now in regards to like those like details,
I don't love them. Where are they coming from? Something is giving me
this concrete barrier. So this guy right here, we're definitely going
to go to the height. Really bring it down. Now if we go to the roughness, you can see that this
is really rough. We're pushing this thing
really, really rough. Here's a quick way in which
we can bring this back into a glossy sort of like a polish. The effect if we go to
the really top layer here and we are the PHY layer
with just roughness. We can push the rough this down. And then if we go to the layers, we can bring this one down. It's kind of like a, like
an overall layer two to modify how much we want overall because I
do like the breakup, but I think it was going
a little bit too low. It's also a great way to visualize how the roughness
in general is looking. You always going to
have one-and-a-half like interesting
effects everywhere. So I do want the school to
be a little bit glossier. Look kind of like a
fresh skull. Here we go. I think I'm going
to add another, I'm going to throw in
another light modifier. So I'm going to add another
field layer, just color. Go for this warm yellowish hue. The black mask generator, and we're going to use
another light generator. Just hitting the top
part of the skull like that probably increase
the highly glossiness and it's only on
the high points, kind of like a dusty layer. And when we throw
into a linear dodge and bring this down, just going to push this
call a little bit more. If we check the color, like this layer right there is highlighting a little bit of the skull very nicely.
Also remembered them. Usually when we're texturing, we're texturing in a very I would say, very
standard environment. One thing I'm looking
at again now the body looks a little bit too red
compared to everything else. So I'm gonna go back
to the body and remember the layer
that we added, that we added like a like a big overall layer
to everything. It was worn horse horse leather. Now I'm gonna get rid of it. We don't need it anymore. And this is again how, how things like advanced and change as the
project moves along. You're going to see things
that don't make a lot of sense when it's just empty,
when there's no context. That's why I mentioned
that context is so important that you keep
adding more and more stuff. The context makes more and
more sense, and therefore, it's just a lot
easier to visualize. Usually there's a funny
thing about dirt. So usually there
doesn't stick to the this course is much because scars don't have any sweat
glands or sweat, sweat glands. So they don't get
sticky as much. Just gonna I really
like how that looks. It really looks like a
scar. That's pretty cool. So, yeah. Now the other thing
that we're missing here with the scholars,
of course, the teeth. So let's go back
to the top props. And for the teeth, I actually just want to
give them like this or like I've seen some dinosaur
teeth that are darker. And I feel like that
could look really cool. So I'm just going to
add the new layer here, and it's just going
to be a dark layer. Changes to overlay. I'm going to add a black mask. And then color selection. We're going to pick the teeth. Yeah, something like that. I think it's gonna
look interesting. Red like blood. Rather. It goes with the
demonic sort of thing. Probably going to bring
this down a little bit. And then the glossiness
or the roughness, probably just push
it a little bit up. And finally, I think the final
thing that we can do for the whole thing is just a
middle edge where everywhere. So just color, maybe a
little bit of roughness, like make this really rough. The black mask, later, metal etch where especially on the teeth as you
can see right there. It's going to really
give us the pointy bits. Let's make this a linear dodge. This might be a good idea to
use this just for the teeth. And this. Like damage white. I'm not sure. I don't love it. I think just traditional white. My better. I think traditional
wide but just really, really, really low intensity. And I wish we could have
another dirt right there. So I'm gonna I'm gonna
manually paint the dirt under the teeth because they
were different objects. The ambient occlusion is
not really affecting them. Here. This is one of those moments
where I put that came. Maybe, maybe it might have
been a better idea to just combine the teeth and the
skull so that we can, so that we could have done
this right here, right, like a little bit of
dirt on the teeth. Because this is where I
would expect there to be like accumulation of dirt. Let's do an overlay as well. And of course, like
lower the opacity. So we can get everything
looking a little bit nicer. Cool. So I'm going to save
this real quick. Before we jump
onto the next one, I want to see if I can do a quick render here with Ira because again,
as I mentioned, we're not getting a lot of ray trace shadows and it might
be a little bit difficult to measure how good or not
we're doing with that, with the overall character. So let's just wait for
this to finish saving. I'm going to pause the video. Let me actually let
me pause the video and I'll show you the
rendering Justice Act. There we go. So I had to remove the subsurface for the render
here instead of fiery. But look at this, like Come on, There's
looks really, really good. All of the materials
look really realistic. Look at how soft and
non shiny the letter looks once we're in an
actual render engine, same for the belts here, like things are looking
quite, quite nice. The scheme looks really nice that the different
changes and everything, I think we're in a really, really good position
to horns the metal. Everything looks
really, really nice. So, yeah, this is it guys. We're halfway through a couple more extra elements and
curriculum. Be good to go. So hang on tight, and
I'll see you back on the next video. Bye bye.
72. Bottom Props Texturing: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the bottom props. And this ones are fairly
easy, I would say, because as you can see here, we have very similar
materials is just leather, metal and the bandages. So let's start with
the bandages and we forgot to make
a smart materials. So I'm just gonna go to top body prompts and we can
just make some are material or the
bandages right here. Now, another thing
that we can do, and I actually really
like doing this, doing this thing called
instantiate across texture sets. And I can select where I
want to instantiate this. And the cool thing
about this is if I change something
in one of them, it's going to adjust
on the other ones. So let's say we have the
vantage is ready on all of the, all over the body and we
want to change the color. Maybe they're not going
to be like white, they're gonna be
slightly different. Well, this will
allow us to use it. How Wherever I
just realized that something is not going
to allow me to do that. And that's the fact that the id color might be
slightly different. So essentially it works really well if you are on
control over that. But here I made a mistake and they have a different color. Anyway, let's just go back to the top bodies and
I'm just going to go to the bandages and just
make some raw material. Smart materials or that one or both of them are
really good ways to work. Again, the, the advantage of instantiating is that we could have saved a little
bit of space over there. As you can see, the color
is wrong, So that's it. That's all we need to do, which is bringing advantages. We just copy the color and boom, boom, boom, we got this ready. So no need to adjust anything. They're gonna look exactly the same as the ones on the top. That's going to again unify the whole project,
the whole process. Here we do have this
guy right here. It's not supposed to be that supposed to be another color. Then I'm going to show you
how to fix that real quick. So let's bring in
the middle as well. We have the damaged iron,
so it just brings it in. Go here, grab a color selection, pick a color, we pick
the yellow color. There we go. We've got rust
metal edge where it's random. The important bits. Again, no need to worry
that much about it. We got this one right
here for the for the knee pads as well. So I'm going to
turn this on just to see how everything
is looking. Actually no. Distracting me a little
bit more than it should. So yeah, that's that's it. Now, as you can
see, again, we're getting an extra color
here on the rope. Let's fix that. So for the rope, I don't think we
have a rope here. So let me get one real
quick from 3D assets. So I'm gonna go to 3D assets. There we go. And if
we look for rope, usually rope materials
like this rope Manila. They are dislike rope. A youth old, I think this
one's a little bit better. They already, they come already with the proper
length distribution. So you just need to drag
and drop this here, assign this to the library,
and just hit Import. Now, every time I hope this, I got this and I can just
drop this one right here. And as you can see,
it looks really nice. Of course, if we go here, we need to increase the tiling. And we might need to rotate this a little bit so
that it matches the proper like direction of the
rope itself. There we go. That's a little bit
better. Maybe even a little bit more tiling 20. There we go. I'm just gonna do black mask and I don't
need a color map, I just need a basic element
right there. That's my rope. Ropes. You really shouldn't worry
too much about them. This is the easiest way to
do it just with textures. Same deal with this
one right here. We do have the, the the belts like we did the the
clean build a nice belt. I'm just going to
copy the layer, copy mass or sorry, copy layers. Then we're gonna go
to the other props. And we're going to
say paste layers. We're gonna get rid of
this one and this one. And I'm just going to use the
normal objects selection. And there we go. There's always going to give me a slightly different color, which is going to
create a nice contrast, nice like overlapping and
play here on the character. And yeah, that's pretty much it. You can, we're going to
add a little bit of dirt, of course, a little bit of rust. But that looks really
good right there. Now, technically, we
should be able to use the same rope for this guy
right here for the necklace. So as you can see,
we can just do that. Or if the necklace is going
to be a different material, maybe it's gonna be like lather or like a string or something. You could change this
as well. But I think, I actually think I want
to do it differently. I'm going to add
a new layer here. And it's going to be
like a dark leather. So actually let's go
for this like this one. Leather. Yeah, that looks good. So black mask. And it's just gonna be that one. And I do want this to be darker, so I'm going to go for
a really dark color. Why a dark color? So the contrast a little bit
more with the character, with fair skin of the character. And with the rest
of the elements, you really don't want to add any dirt or anything to this. That's a very simple props, so that's pretty much it. Now for the little crystal here, there's a lot of more advanced
stuff that I can do here, but I want to show you
a miss it because I think I'm missing is gonna
be really, really cool. So if I think about why
they want this thing to be, I probably want this to be
some sort of like a rock. So I have this crumbling
rock material here. And I wonder to be like, like lava going inside
of this elements. So I'm going to add the
the crumbling rock. This is a heavy
material by the way. Hopefully we can handle it. This a lot of Leica
Photogrammetry stuff in there. If a substance can hold it. If not, we'll do something
slightly different. I didn't say that's a bad thing. Well, there we go.
It worked. Cool. So I'm going to add
the black mask. And it's just gonna be
on that guy right there. So as you can see, we
get a nice rock effect. And what we can do is we
can change the color. I'm gonna make this
rock really dark as well, has several colors. So we're going to have to go to each individual color
and make it really dark. All of them. There we go. I want to distribute
like a volcanic rock. And then I'm going to
add a new fill layer. And I'm going to
add a new channel to this specific texture sets. I'm going to add an
emissive channel so that when we fill this, we can turn on the offensive. And we can give this
sort of like volcanic, like red or orange glow. Other black mask. I'm going to add just
this guy right here. And then I'm going to add a
field, sorry, another field, it's gonna be a generator, is going to be a jerk generator. It's going to
overlap everything. But once we hit Multiply, you should only affect the
rock itself with that. And of course we can do a really big contrast
here are not as big. I'm gonna get rid of some
of the crunch amount. So I just wanted like the
insights of that thing to be doing, the effect. Sometimes it's a good
idea to also paint with a color so that if, even if it's not glowing, used to get a little bit of color against that
volcanic rock. It could be a crystal
or something, but I kinda wanna keep it very, very primitive,
very, very barbaric. Let's increase the third
level a little bit. There we go. Now, it might not look like much right now, but under render, if we are on a low light setting or a lone light scenario, that thing is
actually going to be emitting light onto
the character. And he's gonna give us
a really nice effect. So yeah, there we go, guys. Not too much for this honor. Props were fairly easy. Most of these things
again, just generic metal, generic bandages, and
that's it. That's all. That's all we need to keep on
filling our character here. Again, remember
that in this case, this could eventually be
like a magic crystal. So it could be like a blue. Actually think a blue might
be a good, a good contrast. So like a blue magic crystal might be a little bit
better to what we had just because we have a lot
of warm colors everywhere. So that blue is
going to really help bring some of that balance
back into the character. So, yeah, that's, that's
pretty much it for the other props, not much to do. Most of the materials
were already have. One thing that I
might want to add, especially for this
metal bid right here, u and the damage iron
is more scratches. So I'm going to
add a fill layer, rough black mask
only on this guys. And then fill. And let's
go for some scratches. Here we go. Here's a tiling, so the scratches are smaller. There we go, Probably three. What I love with the balance. That's just to give a little bit more visual interests
to those guys. And yeah, that's it guys, That's it for the under prompts. Finally, we're going to jump
onto this guys right here. And we're going to have one of the big questions which is, how are we going to handle
the tail and the legs? Because I didn't anticipate he looks very human
from the top part, but if we give him human and then this demonic feeds that
might look slightly off. So we're gonna have to
see how this turns out on the overall character and will continue to adjust
things if needed. So yeah, hang on tight and I'll see you back
on the next one. Bye.
73. Tail Texturing: Hi guys. Welcome back to the next
part of the series. Today we're going to
continue with the tail, and it's now time that
we see everything come into like everything is gonna be combined into
that what we want, right? So I'm gonna, I'm gonna go
here to the lower body. And the first of all, I'm
just going to quickly go through the things that we know are going
to be very basic, such as the, as the
bandages, right? So we're gonna go to our smart materials right here
and we have our bandages. Just drop them right there. I'm gonna go to the
color selection, real quick selection. And we're going to pick blue. That one right there. We might
need, as you can see here, we might need to go
to the fabric and rotate things a little
bit because here, the rotation, this
is slightly off. There we go. I'm a little bit concerned
why it picked the pants. Excellently graph
the green as well. There we go. So that's the
advantage is right there. And I think I'm also going
to grab the pink ones. I think those kind of
look like bandages. So it might make sense
to have them as well. Then we need to think for or think about what we're gonna be doing for the pants, right? So depends. I'm just going to throw in a
very quick like basic layer. I want to work on those
on another video. So let me throw in just a very
basic fabric rough G max. Like we're going to add a color selection
and we're going to select a dark
green. There we go. So I think, I actually think
that we're going to go for green pants, green and brown. So you can see I really
close on the color wheel. So they make four nice, like I wouldn't say
complimentary colors, but they make for some nice, like a nice colors in general. So we're gonna go
there and let's already start thinking
about the tiling, which is gonna be probably
something like that. There we go. Again, we're not going to focus
on that right now. I want to focus on the skin, which is a big, big,
big, big deal here. So technically, technically we could go all the way
back to the body. So I'm gonna go here
to the skin element, which is the main
one that we want. I'm going to Control C
to copy the main base. And I'm going to turn
off a couple of things. Mainly the top body props go
and even the Andhra props. So we can focus only on the skin section
of the character. We're going to jump
to the lower body. And we're going to paste
the new scheme folder. So technically if we go to the color selection
and we pick color, would pick the skin, just
get a very similar skin. And here's how, here's where we're going
to see whether or not this is making sense or not. It's not that bad. It does look a
little bit creepy. I'm not going to
lie because I like, I'm used to seeing like normal
human feet and recruits. And there's definitely
looks slightly, slightly weird, but
it's not that bad. It's not as bad as I
thought it was gonna be. What I think I'm going to
do is on the lower section, we're going to add a
little bit more dirt. For instance, here,
since we did create a slightly like a slight division, I'm probably going to add a different texture on the tail, which might go into
the body as well. So we need to
create a new layer, which is going to
be, if you remember, this is a scheme details. So we're going to add
a black mask as well. We're going to add
a color selection. And I wanted to
make sure that they get this like the
proper color first. So I'm going to graph here. I'm going to sample
this color right here. Skin color. Of course, nothing
but the color. And we're going to make
it a little bit darker. Usually would like animals
and creatures and stuff. You get darker colors in
certain areas and it's sort of like a way
to mess things. Alice definitely
turn on symmetry. And the tail. Especially on this area. It's going to be a darker color. All of this thing right here, it's going to fade in
towards the light. This thing right here
is gonna be bones, definitely going to be bone. Like a like an extension
of the of the tail itself. Carefully, we just clean up a little bit of
the border there. We can of course go
into something like an overlay layer around
with the intensity. I just want to make sure that
this doesn't look weird. Because in Spanish we say
that weird things are, are, are close to
ugly things, right? So we don't want
things to be weird. Now another thing that I might do is I might go
back to the skin. And just for the
sake of argument, I'm going to fill in and
give it a red color. Let's try an overlay
with this thing. And let's play around
with the intensity here to see how the
flame would look like. Not like it doesn't bother
me that much To be honest. It's a little bit weird. We're
definitely missing some of the main shadows are
the important shadows that we had on the other one. No. Little bit. We started really like how
it looks on the top side. I don't love how it looks
on the bottom side. It's not that bad, but it's just weird. You know, I mean, maybe with all of these
things it doesn't look half *** bath. But now this color
doesn't come visit me. So let's try something else to go really dark or way darker. Yeah, that looks a
little bit better. Or we could invert the
mask, maybe not inverted. The other side is darker. It's also relatively
common in some species. Not here we go. I
think we're going to have to go with this. One thing we can
definitely do is throw in a leathery effect
on this side. So for instance, we
have this lizard scales. Then we can throw in. Let's hold them up
a little bit more. We go, Let's try it. Try planet projection. It's a little bit
better. And I'm going to copy this mask. So copy mask at Black
Mask, paste into Mask. And then we can
also overlay this. Yeah, that looks way better. I think it's a
better compromise. Would definitely
going to have to increase the tiling here to ten and definitely reduce
the hide information. Like overly or do it too much. Then we go back to the color. We probably want to reduce the amount of
color a little bit. That's gonna give us an
interesting reptilian sort of like a sort of like full, I would say it's still looks
a little bit too pink. One of the things
that we're missing, one of the main elements
as the shadow layer, you guys remember that one? So let's add it was a
sort of like dark color. And we were using a black mask. Black mask and they
will say generator. It was a lie generator that was pointing
upside down like this. That's sort of like dirt. Really helps. Overlay and small font. It looks interesting. I'm not gonna, I'm
not gonna lie. It definitely looks interesting. Cool. Let's add some
placeholders real quick. So for instance, for the nails
or the clause group here, like mask, color selection, Let's pick the class. Go. Just for, just a very basic, again placeholder. Try planar projection. There we go. So that we can see that I kind of want to see the whole thing. And that's going
to allow me to see like pretty much everything
in a better light. And I'm also going
to grab my horse worn horse thing that
we have right here, Control G, black mask,
color selection. We're going to pick the light
blue color right there. Remember that when we're using all of this color selections is important to have a fill
layer at the very bottom, which is like a dark black one. So that when we don't have that, we don't see those little
pixels just to color. There we go. Now this one of course, then increase the tight link
to something like a five. And we're gonna go to
the hide information and bring it down quite low. That way. Thanks, match between every,
every, every element. We get an interesting,
an interesting look. So this is the judging moment. We need to think a, just a quick break and
analyze and be like, okay, do I like how
this thing is looking? Do I like the skin tone? I don't hate it on the
on the arms right here. It looks very weird to me on
the on this guy right here. So maybe the dark
colors, not the option. Let's go back here. Let's get rid of dislike,
dark skin color. There we go. That
looks a little bit better actually like
just like this or like fish scales look
a little bit better. I think more in line with the
rest of the element because this one looks like,
it looks like ****. So that's not what
we're going for. This one doesn't look as bad. Still not in love with
it, To be honest. I didn't want to go green. Green looks really
weird as well. Green looks weird, so
it's sort of like the scaly like slightly
darker color. Just so some
reinforcement, I guess. This is, again, this might, might've been one
of my mistakes when I was designing this character. I didn't think that if we had humans skin that would
look a little bit weird. But we're going to
have to roll with it and see how can we
make this work. So another thing that we need is this guy right here, the blade. Now, I don't remember if we have a color selection
for the blade. You can go here to
the bone real quick. Pick a color. No less you can
see we don't have, so this is one of
those things that we're going to have
to manually paint. The way I have to do it, similar to what we did
with the skull right here. So let me create a
new folder already. Base folder there,
Control G, lack mask. And let's go over here
to paint this out. This is one thing we can do here is do a very quick, ugly paint. And if we bring this
beneath the scales, right there, we go, Let's kill us, are
going to be on top. That way. Should
be slightly easier to paint things in
and out if needed. That's gonna be the bony
protrusion of the tail. Now, maybe with a little
bit of dirt and stuff, this is going to improve. So I'm going to throw an overall dirt on
top of everything. Just gonna do a quick rust
layer on top of everything. Black mask, generator, a dirt, so the effects, everything. There we go. Yeah, that definitely
helps a little bit. As you can see, it really
modest, a lot of stuff. So we're going to have to
do a paint layer probably. And and paint out some stuff like all of this
intersection right there. We really don't want to smudge. Third, I do want a
little bit more dirt on the on the boots. That's fine. It's definitely go and
throw in an overlay. Yes, definitely going to help with the sort of like
ugly monster feed. It kinda reminds me, I don't know if
you guys saw this, a show called what's it called
dinosaurs back in the day. And then this huge lack
humanoid characters they have feed like this. So that's what I come
like visualizing. And again, it's important
that we see it, how we would normally
see them in the game. So it will be like this or if it's a third person can bleed
like running like this. So as long as it makes sense, I think I think we're fine. The color of the pens
now not loving it. Probably going to
go for the caret. Saturated, saturated, saturated dark red.
We're going for this. There we go. That's a lot better. Because the green
was looking a little bit out of place a little bit. So this is not
looking at that bath. Definitely going
to have to bring my scar tissue thing back here. And they think what's
going to really help is if we add
a little bit that can up that sort of like dirt on the tail and on the stuff. But yeah, this is
I think this is a good a good position to be in. So I'm going to stop the
video right here, guys. And then the next one,
we're just going to keep detailing stuff, detailing the skin
anymore dirt in the keloid processes and some
overall blood and stuff. So yeah, hang on tight and I'll see you
back on the next one.
74. Skin Refinment: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the skin refinement. And I've been doing
some research to make sure that
this looks good then. Yeah, there's some armadillos as follows, something like this. There are some echidnas, so usually you have
this very light skin on the inside and then like a hard surface heating
on the outside. So even though I'm not super, super fond of detail, I think it can work. And now we're just gonna
go for it for two bones. So for this one, I do want to have a little
bit more for blood bone. So we're going to use this
bone right here and then go all the way to the top
where my bone was. So actually when I
was on the bottom. Let's just scroll here. And right here we're going
to insert our stuff or bone. There we go. I don't like the sort of like
normal math that we get. The texture is fine. I am definitely going
to increase the tiling a little bit to like
a four. There we go. That looks a little bit better. And then that's gonna be
like our like our tail. It seems it seems
to me like we don't have as much like baking information as what
we had before. One thing I definitely
want to do is similar to what we
did with the ax. I want to add a little bit of a sharp edge to the whole blade. So I'm going to add
a new layer here. And I'm going to
black mask this. I'm going to use my flesh just like create
the sharp effect here on the, on the element. And of course this goes
into a linear dodge. And we lower this so we get
a slightly different effect. Of course, why this a
little bit too aggressive. So we're going to try to
sample the same sort of like beige color that we have here and just make it
a little bit lighter. That's gonna give us usually a better result when
using leaner Dutch, because the
multiplication is just, it just blends a
little bit better. There we go. Careful with the roughness. I don't want to
affect the roughness. Can I want to keep it the same? And that's still a little
bit too much to be honest. I'm a little worried a
little bit more. That's it. Now, we did sign a dirt material
all the way to the top, but I'm going to
sign a secondary one and do something similar to
what we did with the skin. Because as you can see here, we have the armor
and other stuff. So it might be a
good idea to add a little bit of dirt where this thing is
connected, right? So they're a little bit there. A little bit there. Hello. This bandage
is right there. What you would expect
like dirt to accumulate. That's where you want to
place this in detail. Even like a little bit here, close to the to the skirt. Like if it's an MBA
because you're well, actually that one, maybe not that much because the tail
is going to be moving. So I would expect
it to flow over more on the inside
of the fingers. Underneath his bandages? Definitely on the on
the base of the foot. Right there. Careful under the symmetry there because this
are asymmetrical. So remove this a little bit there, there we go. So of course this goes
into overlay mode. Remember this down. And we
want to break it, right? We don't want to have
just like all of those like crazy brush
strokes that we just added. So we're going to
add a fill layer. We can use to another. Let's just the
noise in this time, like black and white spots increase the tiling,
increase the balance. So we have more. Then multiply this against
the mass that we painted. So as you can see,
it really helps break down all of
those weird elements. And if we need to, we
can of course come here and remove a little
bit more of that, so some will have bad, I think it's fine. One of the important
things that we have here are some scars. You remember we had this
like a element there. Let me lower or remove
the belt. We go. Yeah, it doesn't look bad. I think, I think it
makes sense from a, from a character perspective, so I like it. Let's go to the lower
body real quick. One thing that we can
do here is we can go to the body and we could
copy the lizard scales, just have a little bit
of that flowing here, but the belt there, so that really doesn't doesn't make that
much of a difference. Yeah, let me go to the body. Will go to the body. And we're going
to copy the scar, the scar layer that we have. So let's look for
the scar layer. I think it's this one. Yep. So this layer right
here, copy layer. And I go to the lower body. Now, we're going to paste layer. Of course, we're gonna get
rid of that black mask. So just create a new
black mask over here. Look, I'm not seeing much. There we go. So 45, number there we go. Pinkish hue. And over here, feeling this
were like a moon shape. As you can see, even with just the basic scheme
that we were able to get, we're getting quite
some nice details, so we're all set. Now. Both scars should
look fairly similar. This one I feel like it looks
a little bit more purplish. So I'm gonna, I'm gonna darken
them up a little bit more. The way that everything
is just like behaving, it just looks slightly,
slightly different. So let's take a quick view here and this doesn't look bad. It's quite nice. I would say quite, quite nice. Dirt everywhere, really crazy, pink hue everywhere as well. And then just look great. Yeah, I think this is a
really, really cool effect. Again, take into account that this is not the final lightning
that we're going to have. Our still missing the eyes, we're still missing
the beard and a good render is always
gonna be able to, we're gonna be able to
use it to present it. One thing that I definitely
want to add a say that seemed like dirt layer
that I added on the body. I see. I think we're
missing that one. So again, let's jump into
the ball real quick. Every time I jumped
into the body, I get scared because I feel
like this is going to crash. So I think it's this one, right? This one. Copy. Layers. Let's go back to the lower body. On top of everything Control
B. Yeah, that's the one. So as you can see, we just add a little bit of dirt everywhere. Depends the pencil ready, Blake, have what we want. That's a very basic, just like pants pattern. Maybe the one thing that
we can add to the pants is a little bit of metal edge where for
cloth it always helps. So I'm gonna select
this guy right here. And we're gonna go a
little bit lighter, like mask generator,
metal elsewhere. As you're about to see it, Should we go push some of those? This one I usually
like to Filter. So I'm going to add
a filter here with a blur to get
something like that. And of course, linear dodge
and soften this up just to, just to get a little
bit of detail there. What else? I don't remember
if there's anything. We want to add more
stuff overall. Or I did mention that having bloody spots might
be a good idea. So let's add some blood here. So I'm going to add a fill layer is just going to be
color and roughness. The roughest is going
to be quite high. The colors of course going
to be like dark red. But I mainly want to
hit the bandages. This is one of those
layers that we can actually instantiate
across everything. So let's call this
lats, lats LAC mask. And we're going to
add a fill layer. We're going to look for dots. As you can see, we
have this splash dusty or this grunge shavings, grunge pebbles,
spots like all of these guys work very nicely. I'm not seeing as much. There we go. Let's play around
with that, with the balance. There we go. That does look like blood, a little bit of
blood everywhere. And if we select this layer, we can click and
say instantiate. So instinctually the cross
texture sets and we're going to do the belt. We're going to do not
the body the body props. And Jesse under props and hit. Okay. As you can see, we're
gonna get some blood splatters pretty much
everywhere here, here, here. And when the cool
thing about this is if we change this to
something like an overlay, it changes here and it
changes everywhere else. So whatever happens
to this layer here is going to be
transferred to all of the other layers is an
excellent way to make sure that if you're adding
one detail like this, blood splatters either respects them and that's the
pretty much everywhere. So I think that
helps quite a bit with the with the
overall character. So yeah, I think that's it guys. I think we've managed to get
to the end of this element, even like the plots,
but others on the tail look
really, really nice. That's great. Merchants
things together quite nicely. So we're done. We're pretty much done
with the textures. It took us what I like about five or 6 h,
something like that. So yeah, the characteristic
is complete. And the, now the next step
is the material calibration. This is gonna be
the next chapter. We'll, again, we're still
missing the eyes and the beard, which are huge, huge
part of the character. So we're gonna be working
on those as well. But before we finish
Chapter eight, I do want to talk about how to properly export all
of this textures. Now remember, as with
everything we've seen so far, getting to this point to, let's say a complete point doesn't really mean
we're finished. It just means we're
finished with this stage. But if at any point they see something in the render
that I don't like, I'm going to have
to come back here and fix it, fix the texture, fix a height
information to fix a, a bumpy effect like something, a roughness elements, something like there's,
there's so many, so many things that we can that we're going to
have to maybe fix. So in the next video we will
talk about texture bakes, how to export all
of these textures. And then we're going to
jump into chapter nine. We're going to start
Chapter nine with a quick setup inside of Maya to get everything ready for a nice presentation to make sure everything
is working fine. And then we're going
to start working with the ice and finally DB. So hang on tight and I'll see
you back on the next one. Bye bye.
75. Exporting Textures: Hey guys, welcome back
to the next part. So this is the final
part of Chapter eight, which is exporting the textures. I'm saving the
project right here, so that's why it's
stuck right now. Don't worry, it's
going to recover. But the exporting of the
lectures is probably one of the easiest things that we can do that we're gonna be doing. We just need to grab the two, go into file and just
exploit the textbook, but we're going to be exploiting
them in a specific way. And I do want to explain that as well as a couple of
settings inside substance. Let me just wait for
this to unfreeze. There we go. So if I go all
the way here to the top part, come on, There we go File
and we hit Export textures. We're going to get this.
And as you can see, first, we need to of course tell it where we want to
export our stuff. And it's going to be to
the assets texture folder. Everything is going
to be here and just hit Select Folder. And the first question that this thing is
going to ask me is what kind of output or you're
going to be excreting too. Because it's not the same to export for Arnold, for instance, like if you wanted to do
an Arnold redder than it is to export
for Unreal Engine, which is right here,
Unreal Engine 4-pack. Technically you do get the same information
and technically you can get the same
results from both of them. But it's a slightly different to export from one or the other. If you export to Arnold,
you're gonna get a, a standard like specular
roughness sort of workflow. And if we export to
Unreal Engine four pack, which is what we're
actually going to be doing. We're going to get a more
traditional game engine effect, which has also going to pack
things in a specific way. Now, the size is supposed to be on the site as you're
working with for k. So it's gonna be quite high. We don't want any
padding is fine. Deletion, that's fine. But here's the
interesting thing. If we go to the list of experts, you're going to see that the
name that we're going to get for the textures is
going to be really long. It's thyroid underscore, low ball is underscores
bakery the underscore. Other Score built
underscore base color. What's happening here
is it's actually grabbing a couple of
flax from the file, is grabbing the name of the object and then the
name of the material, and then the name of the layer. If we go to Output templates
and I go all the way here to do a real engine 4-pack. You're going to see that
we have this flexes, the dollar sign,
dollar sign texture set and then base color. And we actually don't
need all of that. It's too much information
to be honest. So what I'm gonna do here
is I'm going to grab this Unreal Engine four pack. I'm going to copy it. I'm going to call this, I'm going to rename this
and call this empty. Like you E4. Okay, It's gonna
be our own stuff. And then here, I don't
want the name of the mesh, I just want the name of the textures and which
is the material. That's why we created
the material. And it was very
important that we created the proper material. So that when we get to
this point right here, we can just do this. And if we go to Settings and
select our own stuff and T4 on the list of
experts we're gonna get em belt base color and belt
emissive and belt normal. And that way we know
which material should be assigned to each of
these individual elements. We don't get any
extra information and all of our elements
are named properly. So now we just export this. We wait for this to finish. Of course it's gonna be
quite heavy like a fork. A texture is like 20 mb. So we are at 80 mb per sets, so times five, that's 400
mw or half a gigabyte. Almost of textures
adjust to capture all of the information
that we have here with the, with the character. Let's open the output directory
to see how this thing got experts and look at
this beautiful textures. Now, the orange Unreal
Engine four pack texture, which is the one that
we're using here, actually has something
really, really interesting. Let me see if I still
have Photoshop open. No. Okay. So what it does is it actually saves more than one map into this one texture
which is called the ORM, occlusion,
roughness, metallic. So usually you guys know
that every single texture in the Internet is made
out of three colors, three pixels, red,
green, and blue. So when we want to define all of the colors
like this ones right here, we need red, green, and blue. However, the maps, the
ambient occlusion maps, the roughness map and
the metallic map, they only use the black and
white is a gradient instead. It's either a metallic, which is a white or
non-metallic which is black. Is it rough, which
is white or it's not rough which is black
and ambient occlusion. So in order to save a
little bit of space, instead of having three
separate textures, we combine all of those elements into a
single texture which has that information into each specific channel
of the element. So later on we're gonna be taking a look at
the Unreal Engine. And I'm gonna be showing you how to import all of these
guys into unreal. And we're gonna do
some setup there. But it's very important that we export it in this particular, especially like a
particular effect. Because otherwise
we're not going to get the thing that we need. Now, there's one more thing
that I want to export here, and that is the, the subsurface effect or
the subsurface element. And the best way we can get the subsurface is through
the thickness map. Because at the end of the
day, the thing that is map is what we normally control. So I'm going to go to
the textures over here, and I'm gonna look for mesh. Start Here Is here. There we go. So
we look for Mesh, not there. Where is it? Filters, brushes,
alphas, textures. There we go. There we go. So we
go to the mesh maps. These are the mesh maps that we got when we did our first bakes. I'm gonna go to the
thickness maps and I'm really interested in
this one right here. I'm going to export
the resource to the texture's going
to hit Select Folder. And I'm really interested
in this one right here, which is the one that has
the the claws and the feet. Okay, So this one is right here. I'm also going to
export the resource. Got it. So this is really,
really important. Those two maps are gonna be necessary later on if we want to control how the subsurface
scattering effects of care. Because otherwise it's gonna be affecting every
single part of the character and that
might not be what we want. So that's, that's it guys. Now one more thing that
I want to do just to, just to show how this looks is I'm going to
pause this real quick and I'm going to take a
quick render with the camera before we
finish this chapter, this chapter eight, and we
move out until the next one. So hang on just 1 s here. There we go. Here's
a quick preview of how this looks
with proper renders. As you can see, the difference
is quite noticeable, especially on the
shadows underneath the belt and how the shadows for the project between each
of the different objects. One of the great things
that we're gonna be able to utilize AS instead of from real, we're going to have
access to lumen, which is a automatic sort of a real-time like global
illumination system. So all of this things
should look a really, really nice instead of lumen. So this is it guys. We've successfully gotten
to the end of this, of this texturing journey. And now we're ready
to jump on to the next things which are going to be a little
bit technical. The eyes are a
little bit technical in the way that we
need to prepare them. And then we're gonna go for the, for the beard, which
is quite technical. I would say we're
gonna be using action. So hang on tight and I'll see
you back on the next one. Bye.
76. Extra Touches: Hi guys, Welcome to
this extra video. I know I mentioned
that the past one, the export in your textures
is going to be the final one. But sometimes when you're
working and you step out, step away from your computer
and then come back, you see the thing and
you're like, I like it. But it's missing
something, right? Like you feel like
you can you can push this thing a
little bit more and give just a couple of extra details to make this
thing look even better. So one of the details is a
little bit more a warping. I think we can definitely get
a little bit more warping, especially like
on the chest area because otherwise it
looks quite empty. Not not only the chest area, but I'm really worried
about like the back of the character because
I know when we see him from the
front is quite nice. There's a lot of stuff,
a lot of communication. There's some rest areas wherever which are
really important. But then when you
look it from the bag is just a law, the
skin right here. So I want to add
some sort of like a marketing or tattoo
on this area right here where we're the biggest cars are loading the
thyroid thing here. We're going to go to the to
the war paint right here. And I'm going to make this
a little bit cleaner. I don't want this
to be like warping. Don't want it to be
more like a tattoo. So I'm going to go for
something like a dirt brushed, which is gonna be a little
bit more interesting. And I want this to
be some sort of like patterns that represents something about the character. Some sort of like, like
maybe something like memories from the past or are
again like a clan circle. Here's where the story
really comes into play and you can design something a little
bit more interesting. So I'm going to go
for, I really liked square shapes like
a runes and stuff. So I'm going to press X here and I'm going to
go for something a little bit more geometric,
something like this. I don't want to go
for a square shape and make this a
little bit brother. You can turn on this
option over here, which is the lazy mouse option, which is going to
give you a little bit more control over the mouse. The mouse is very similar to the option instead of ZBrush. And this is going
to allow you to, to control things a
little bit better. So knowing again, a little
bit about the anatomy, I know that here's where
the scapula is roughly. So if we follow the shape
of the scapula like this, we indicate that
there's something there that also makes for
some interesting effects. It looks a little
bit too big for me. Believed this a little bit here. Start over. Remember that this, this
warping already has the sort of effect and
details that we're going for. I have my reference over here. And then what's being inspired by some of
this because like I like this guy
slick hold paint. But you can see that
there's a lot of thought like this
thing right here. I don't want to go
for Celtic knots and stuff because it's not
supposed to be Celtic. But yeah, just look something here that looks interesting. It looks spiral. Here we go. Something like this. Something that plays with
the shape of the shoulder and at the same time
reinforces his, he's a story. I'd like to sort of like waves, like fire waves
coming from here. And kind of like a symbol. I'm not the tattoo artists, so I'm really like
free styling and free like painting
this free hand. And I want to go there a little bit bigger
and then smaller. So when we see it
from the front, you see a little bit of this things just
like flowing back. Who? Now I get an idea. There we go, Let's go back. So remember, I think I've
mentioned this quote, but inspiration will
get you while you're working in the history
of the Lord of DMD, there's this like
nine rings of health. So I think that's a great thing and we can follow along
with that sort of stuff. So there's gonna be,
I'm gonna have like one point right here. Then we're going to
have this or like looping lines creating
a sort of spiral. And they're gonna
be nine of them. So that's two. That's three. We're going to loop
them forward as well. We're going to have a
fourth one right there. You can see I'm I'm kind of like creating a nice trail off. So maybe we don't need
all of the spirals. We can have this or like a nice shapes representing
the non-health, right? So that's three, that's four. Let's, let's count that
as the central one. And let's add a couple
more maybe spheres. So how can we very, very easily and graphically
creates something that has Lower information.
And that makes sense. So that's 123-45-6789.
There we go. So we can call
this three layers, like the initial
layers and then like the empty layers or whatever, the shadow layers, and
then the central layer. Now for the central layer,
I'm definitely going to remove the
center right there. Actually, no, I think
it looks better like that. So that's it. Like just one single
little thing like that. And that already makes the character look
really, really nice. On the front here, I want to
add like against something. Like I'm trying to figure out where because it is quite busy. There's a little
bit of everything, but I think a couple
of blemishes. Like, what's the word moles
would be a nice idea. So I'm going to add a new
field layer, black mask. I'm going to go for a
soft, basic soft brush. And I'm gonna use
my tablet for this. I'm just going to start drawing like just some imperfections. Of course this is going to
be pretty much only color. It's going to be
like a dark color. Like that. Can do the same
thing on the face. Go to the mask. It's kind of like the, like the freckles
that we did before with a little bit more intense. Again, those, it's the
little details, right? There's a very famous quote, the sets that says that the
devils and the details, and that's what we're
currently going on for. This little moles. I
have a lot of moles on my on my arms. Not a lot of my face
brother on the arms. I do have quite a bit. There we go. And that looks pretty nice. Like the blog guys, like I think that blood looks really great. Trying to think if we need
anything else to be honest. So I really like the war
paint as well. Oh yeah. I remember one extra thing that I wanted to add on the leather. I'm gonna go to the
top, the lower body. And I'm actually going to show
you this technique because we're going to need a
Photoshop to do this. I'm going to look for like
some, uh, random rooms. Let's call **** rooms
concept, something like that. And we're going to find like this sort of
stuff like panting, like this or like
this guy right here. This looks great. This looks really
cool because they, they kinda follow the same sort of thing that we're going for, even like this guys right here, some of them are
really, really cool. So what I'm gonna do is
I'm going to go into Photoshop and I'm going
to create a new texture. I'm gonna give you guys
this texture by the way. So it's gonna be a two k by
two k texture. There we go. And here we can grab all
of these guys right here. Actually, let's grab
them one-by-one. Copy Image control V. And what do you want to do is
you want to desaturate this. So Control Shift U is the, is the element and then
Control L. Because we want to try to get only the
white part of the room. Like that. It's one way to do
it actually let me other types of rooms. So it's not bad. It's a little bit too
again to like Viking ish, want to go for something a
little bit less biking ish. That sort of stuff looks cool. I was really, I really liked
this ones to be honest. They look a little bit sci-fi, but not too bad, I think so I'm
going to copy this. And here's what we're gonna do. We're going to make these
things are really, really big. Like this. And then we're going to
under like, what's the word? I'm going to change the color
so that's black and white. And we're going to save
this here in our computer. We're going to save
it in our project. We're gonna go to
the Assets folder. I'm going to save
this as a JPEG. I'm going to call
this like rooms. Okay? And then if we go
to the project itself, we can, we can grab this and drag and
drop this right here. We're going to copy
this as an alpha because it's black and
white and to the project. So that would wherever
this product it goes, this image at follows. We're going to go to
the lower, the belt, the belt, and all
the way to the top, I'm going to add a new layer. It's going to be a dark layer. We're going to add a black mask. Now we're gonna jump
to number three. Number three is projection mode. And in projection
mode we can drop this image right
here on the Alpha. Sorry, not there. Grab the brush
again. There we go. We can go to our
Alphas, four rooms. And this, this guy so lower here in the gray scale,
we can drop this. And this is projection mode. Prediction model
is really, really cool because what we can
do is we can press S and scale this to get this things like
really big in here. And when we draw, as you can
see, we're gonna be like. Imprinting the patterns on
the element right there. So I can go with
something like that. You can press S again and
middle mouse click to move this S and right-click
to modify. It can give this whole
element at pattern, which I think is going to
really, really be helpful. You can also press S and
middle mouse to drag and position this things
are supposed to be. Look at that. So very, very interesting
pattern on the skirt. That will be very
difficult to happen. I'm going to go to the eraser. I'm going to erase this one
with you because I just want it to be on the screen itself. That way that you
get an extra us, we'd like to call it an extra
wreath on the whole thing. We, we're now seeing a little bit of this
guys right here. I'm of course going to modify
a couple of elements here. So I'm going to increase the
roughness to make it really, rather than programming
this really, really dark. And you definitely want to go into like an overlay
or something. So at the colors mix together. So imagine this is
like burned leather. So again, an extra level of detail if you feel like
it's a little bit too much, if you feel like things are getting a little bit too nicely, we can reduce this a little
bit, but just having that, there is also one way to, to add complexity
to the character. I'm still a little
bit concerned about the skin and the fact
that we don't have a lot of dirt where the belts meet. I don't want to add that much dirt though because I know that if we add dirt
underneath the bells, like underneath this guys
and stuff and the belts shift around or at any
point I removed the bells. You're not supposed
to see anything. So this is one of
those things that I think it's a substance
playing a trick on us because I would love to see this thing
properly, properly lit. And unfortunately, the
render engine that we have here in the
viewport is not as good. We can, of course,
jump onto the IRA, but that's a whole
different thing. So yeah, there you go, guys. So small to two here on the bag. That's going to definitely
give us a nicer effect. We can even add some
to Tucson the leg. Some changes here on the front. I'm still thinking about
war or another one, like something else right here. I'm really, I know that I've said that this
is already quite busy, but they really want
to add something. So I'm gonna go really quickly here to the
war paint again. And let's just do something,
maybe something simple, like like a room or something. Let's go number one. I just know that
something like here, like the letter theorize. I think the letter D,
if you guys remember, when we were sculpting this, there's the awareness alphabet. This is like the, the official like letters that you can use. And there's the T, There
you go on unless that no versa T. Little bit crazy, but it's like a hook thingy. We could of course,
copy the exact name, but that will be
more like a tattoo. I don't want to hand paint
this a little bit more. There we go. And the best advice I
can give you guys is, at this point, have fun. We're going to end the
point of the project where, where a lot of things
are are working. We have a really nice
like general overview of how the project
is going to look. So this is where you can get to play around and find
other options here. I'm a little bit worried
about the fact that these are following the same
direction as the scar. Don't love that. You know what, like the thing that we have here, this logo, this logo shirt or things
are actually quite nice. This kinda looks like a T auto saving. I'm
going to use this one. It's kind of looks like a T.
So I'm just going to have it be big on top of
the scar And just, just like another extra
symbol therefore for him. Let's just wait for this
autosave to finish. By the way, one thing that I did and I think it helped for the saving is once I'm
finished with the bakes, I went into into the Baker and I remove the high poly from the cache because I think
it was being a little bit, it was saving it as well
with the alternatives, and that's not
something we want. So there we go, we can go right there. And that two right there. Now one thing that
I'm going to do with this statue is I'm gonna go to the scar and we're going
to remove or erase it. This car is like going through. And that's important because scars do modify the
skin. Here we go. There we go. So yeah, I think that detail right there. It's just a nice little touch that can help the overall thing. You're gonna be the
judges to know if, uh, if that looks good or not. I think it does. I think the
circles are really good. I'm kinda proud of
this one right here. I also need to go to
this one right here and remove the one inside
of the scarring tissue. And that's it. Now we are ready and now
we just do the same thing. We just export the textures
and we're going to export using our NTU E4 exactly
in the same place. Nothing else has changed is
just the exact same thing. And we are ready to
jump into chapter nine. We're going to start,
as I've mentioned, with a quick setup
inside of Maya just to visualize
things and make sure that we are like everything looks
and works properly. And then we're going to
start working with the eyes, the hair, and everything else. So hang on tight and I'll see
you back on the next video. Bye bye.
77. Maya Setup: Hi guys. Welcome back to the next
part of the series. We're going to start
with the Maya setup. And it's gonna be fun part because we're
actually going to be preparing a render
here inside of Maya. Some of you might
be what lawyer? Why are we rendering
inside of Maya if we're going to bring
everything into unreal. And the answer is, we're still missing the
hair and the eyes, which are a little
bit more technical in regards to shaders. So we can make sure that everything looks good
here inside of Maya. Then transferring that into Unreal is gonna be easy as well. Now, I'm not going to go back to the project
setup that we have. We're actually going
to start a new scene here and I'm going to import, we're going to go
here to Import. And in our Bakes and our
main bakes have thyroid, low poly bag ready, import all of those assets. And we go and of course we're
going to import that dx. So x low Polly
Baker that we call. Now the Act didn't have any like specific
colors or anything. It did, it does have its
material right here. And that's very important. The fact that we still
have the materials are very important because
it's going to allow us to modify things
a little bit easier. Now, one thing that
I forgot to do was to export the ax textures. So let me really quickly do that too while we prepare
the scene over here. So we're going to do a very
traditional render setup. I like to call this the, well, it's not that
I like to call it. It's called a three-point
light setup with an infinite background,
super classical. And the way this works
is fairly simple. We start with a
plane right here. The first thing you can see
is that as I move the camera, since the skill of the
character is quite big, we are losing the elements. This is called the cleavage planes instead of the cameras. So I'm going to click
this camera right here. And on the near clip
I'm going to set a one and the forklift
going to set zero. We've already done this before, but we need to do it every single time that we
have a new camera. So something like this. Now this is gonna
be my background plain important for the
bounced light and stuff. And we're going to
grab the back edge, push it up, and then grip
does Guy push it up as well? Grab this guy, push it up, grab this guy, push it up. And that's going to create
a nice little round effects that we don't get
any weird shadows. I'm gonna go rendering, create a new camera. Panels, look through selected, and we need to find
the element as well. Now this camera, we
also need to modify the clip plants so
we can see stuff. I'm going to go to the, I'm
going to turn this thing on, which is called the
resolution gate. And I'm gonna go to my render
settings because we're gonna do square renders and
it's gonna be a two k square. Let's actually start with
a one k square first, so we don't have as
much resolution. And this is what we're going
to do, is to very basic, like a random set of
four for our character. Now, if you guys have seen other stuff that
I've done before, you guys know that
I love poly haven, which is a great way to get HDR rise and we're
gonna get an HDRI. Are recently they
released this one, this blocky for the studio and this one does
Christmas photo studio. Both of these guys are amazing. I love both of them.
Why? Because they have really soft light and
a very neutral light. There's not there, it's not
warm colors or cold colors. They're very, very nice. This is probably the
most balanced one. This one that has
a little bit of warmth to it because of this, like a wooden beams and stuff. So I think I'm going to be using we want to go
for the studio fact, this is probably this one. So this is the one that
we're gonna be using. Now this one is also gonna
be on your project files. Polyhedron is completely free so we can share all of this
stuff without any issues. And we're going to go source
images and it's gonna be right there along
with the UV checker. Arnold lights and we're going
to import a sky dome light. Now, don't worry about the scale is a very common
question that people have. Like, Do I need to
worry about the scale? Not really. Not really. The scale can be
anything you want. You can actually
set the scale to zero and it's gonna
be perfectly fine. One thing that I do need
to take into account is I think this character
is a little bit too big. So if I create a cube and
my, and I make this cube, I'm going to make this
a 200 units high, that's 200 cm, so that's 2 m. This should be the
size of the character. So for some reason, my characters is stupidly
huge on this one right here. Now, is that a problem? Not really, but we definitely
do want to scale him down. I'm going to grab all of
these things right here. And we're just gonna
scale them down. That's also going to
solve the issues with the what's the word
with the camera? Like scales and stuff.
So it's another plus, go to the camera, panels,
looters selected. And let's focus this guy
right here. Perfect. Why do we need to have
real-world scale? Because lights and
everything inside of the render world
and in the CG world, it works better when the
units are properly laid out. The intensity of light and
everything just match. So under sky dome light on the attribute
editor right here. Let me very quickly turn on Karnak slope dx. There we go. I'll do it crashed. I think it's crush. Open that up because we
definitely need the axis. So Control a to go here into the attribute
editor and under color, we're going to inject
a file texture, which is going to be, of course, the block is
Studio HD, like that. It's just need to wait for this to be set up. There we go. And now we can
actually render if I, if I hit Arnold Render,
we're gonna get a renderer. Of course, we're
going to render from the camera shot, and
this is what we have. So as you can see,
even though we don't have any of
the texture yet, we can already see how this
thing is going to be looking. I'm going to stop the
random real quick. We're gonna go to the options and one option
I'm going to change. So I'm going to change
the system to GPU. If you have an NVIDIA GPU, you're gonna be able to use
the Arnold NVIDIA GPU option, which will allow,
allow you to render a little bit faster
the first time you might take a little while, but after that, it's gonna be,
it's gonna be really nice. One thing that you
might know this Is this a little bit Grenier. When you work with GPU, it's gonna be a little bit
green here, again, normal. Now remember that we had some
issues here with the chest. It's going to grab the chest. I'm going to grab
let's isolate it. I'm going to grab this
face of the chest. And with soft selection,
I'm just going to slightly bring this in. Maybe a little bit more. There we go. Just a little bit, almost
nothing so that we don't see the overlap as
much as we have right there. Cool. So let's go back to
substance because I want to use the ax
as the example. I'm going to say File
Export textures. And we can export using
our preset NTU E4. There we go. We're going to export
two textures, of course. So assets, textures right there, Select Folder and
the four k, right? So export for k, thyroids acts base color. Cool. So I'm going to show
you real quick how to do the connections inside of, inside of Maya because
it's a slightly different than what we're gonna
be doing inside of, inside the for unreal. So the first thing is we
need to change the Lambert. We're not going to
be using Lambert, we're using an
ordinal materials, so we need to use our note. Or you were saying we're
using Arnold renders, so we need to use
other materials. So if you select the object, are actually like
all of the objects. You can change the type here
and we can automatically selected the AI standard
surface right here. Now this is an ASR. It just switches from Lambert
to AI standard surface. You might get a different name. So we're going to
have to rename this. We're going to call
this m Cyrus acts. Now, if I can't get the name, that might be because there's already another object
with that name, but in this case we
were able to get it. I'm going to jump
into the Hypershade. Let's just make sure
that we don't have anything that we don't want. Cool. So there we go, empires x, and we're going to click this little two arrows
to map things out. So we want to import all of the textures that
we have for our character. And to do that, There's
a couple of ways. You can, of course, just
create the final notes. Or if you just navigate
to your textures, you can literally drag and drop the textures into
the hyper shade. Just wait for this
to load real quick. Come on Windows, taking
a little bit longer. Let's go here for the philtrum. So he's going to press Tab
and then file texture. That's gonna be the first one. And the first extra day, usually low is of
course the color. So we'll just click here. We go to Assets, we go to textures, and
here's all of the textures. Again. They should have a normal
or they should have a good name so that we
can find them quickly. And we have here at thyroids
acts base color hit Open. And this one's going to be
attached to the base color. So the color information, the color node, is one of those things that you
can see on the viewport. More often than not, if I press number six, you're going to see
that we see this, but it looks a little bit dark. And this is normal because
nowadays instead of Maya, we have this thing
called the aces, like a color correction thing. And they use this
for the academy and for compositing
and stuff like that, that we don't really need it. So I'd like to change this
to on tone map so that it looks a little bit closer to
what we would normally see. So this is the color
they're working. Now for the normal map, you could use a
traditional bump map, but I personally like to use
the normal, a normal map. So the output value goes
into the normal camera. And then on the input we're
going to need an image. So we're going to need
another texture file texture, which just look for
the file texture. Now, there's one like downsides to using this
and one like advantage. The downside is that we're
not gonna be able to see the normal map on the
bill probably because the AI normal thing is not
compatible with the upper 2.0. It is compatible with the
real-time view port if you, if you use Arno. But that one's a
little bit heavy, so I just prefer to render. And this is the one norm. Now there's one thing
that we need to do. Normal maps should
always be set to raw. So here on the color space, we need to change
the sRGB color space from the normal map, too rough. Let's just wait for this to low then the process properly. Let me close this. We don't need it anymore. Here on the normal map, we change this to
utility rah, rah neuron. And again, as you can see,
we're not going to see that the effect of
the normal map here, but we will see it
on the underwriter. And the reason why I like this, and you're gonna see
that in just a second, is as follows. I'm gonna go to my camera
panels, look to select it. We're going to focus on the on the ax because that's
the one that we have, the word preparing right now. If we render, you might see that the normal map
of the object is inverted. This is very, very
common because. I'm normal maps inside of Maya usually work with
something called the OpenGL in the neural
maps instead of from real, work with something
called Direct X. So you might see certain normal things inverted
on this particular one. And the reason why I like
the AI neural map is because here we actually have the
option to switch the y-axis. And that's gonna give
us a deep proper, as you can see now, it looks like this
things are going in. It's going to show us the
proper effect you can see. Again, just take a look
at the rooms which we know do not exist on the low poly is because it's flat. Right now they look like
they're being carved. Then, right? Now, take a look
at how it looks. When we inverted
this right here. Hello, It looks like
slightly wrong. I can't really
explain what it is, but it just looks slightly wrong and this is the
proper way to do it. So we're going to invert
this thing right there. And finally, we need to
insert the other file, which is really cool file, which is the ambient
occlusion brothels metallic. So for that one again, we just go to Assets, textures and we
look for the input, papaya explosion,
roughness, Metallica. Now we've talked
about this before. This map right here has
three maps inside of it. Each channel, the channel, the green channel and
blue channel control different parts of the element. The red channel is an
ambient occlusion. We're not going to use
it here instead of Maya. We're going to use that
one instead of from real. But it's a multiplier that
we can apply to the thing to give it a little
bit more contrast on the ambient occlusion areas. The green is the roughness, so that one goes into specular roughness and
the blue is the metal. So we bring this into the
mentalist channel right here. Somebody's done, I
think is because of the four K
textures That's like automatically trying
to process them and converting it into texture
files once it finds it, that's what's getting stuck. But that's normal. So this goes into
mental illness. So this will tell
the object that's certain parts are metal and
certain parts are not metal. Finally, again, this
texture is a flat texture. What I mean by this, and again, this is super important. I know some of you guys
already know this, but for everyone else, I really need you guys to
understand imagining a curve where zero is black
and one is white. Okay? Normally, if we draw an image like a
blackened and when you mentioned like a roughness
map or a metallic map, we want the zeros to be zeros
and we want the Wants to Be once that we want this gradient
to be perfectly straight. However, computers use
something called the sRGB, which is a curve that they
used to modify certain colors so that we can see them properly on a screen
because the screen works, we'd like so it
pushes the curve. I don't remember if
it was down or up. I think it was up like this. It puts it as a
triplet like this. It modifies the actual value of the blacks and the whites
and everything in-between. And it gives you a
slightly different result. This is a very common issue
that people have when they export things from
substance and they import them into anywhere else. And they're like, why does it need to look exactly the same? What you probably
didn't properly set up your color space. So the normal map and the black and white map
such as this guy's, should be set to
run utility wrong. You can see right here
should change this slightly. And once we have that, we can give it a check here
on the Render, Arnold Render. And we should see
the difference. Remember that in Arnold, it's going to convert all
of the textures first. And once it finishes converging, we're going to get
the actual render. So now you can see we
get the proper roughness and the proper shininess
of the object. And this looks really,
really freaking cool. So let's go out and reframe
the character again. I'm gonna check or
select the camera. I'm going to change the
focal length to a flatter. I want to like 55.
So it's more like a, like a portrait like this. There we go. If we render that, the x looks really,
really, really good. Now, it's really noisy. There's two ways to
solve this noisiness. First of all, we can of course
increase the resolution. If we go from one k squared, 2k took a square, we're going to have more pixels, and therefore the noise is
going to be smaller than to be able to appreciate things
a little bit better. The other option is to
increase the samples. So if we go here to Arnold
renderer and we go, I'd like to use
adaptive sampling. I'm going to turn this on
and then set this to five. And if I hit render, the render is going
to take slightly longer as you can
see right here. But it's going to give me a
cleaner, a cleaner result. And later on here
inside of Maya, we can use nicer or not
gonna be using the noise, sorry, inside of
our real of course. So yeah, that's pretty much it. I'm a little bit concerned
about the fact that this guy is mesh display softer. Nash was getting
me sort of like a weird faster that
look, but there we go. Now, I don't want to do this thing that I
did all over again. It's really, what's the word? It's really, it's really annoying where we'd
be really annoying to spend all this time doing this thing that we
just did for the, for the acts. So what can we do? Well, we can actually
duplicate this whole setup. If I just grabbed this guy
right here and I say Edit, Duplicate, you can duplicate the Shading Network
without the N. I'm gonna use this called
width connections to network. And there we go. Sorry, my bad. Edit, Duplicate Shading Network. And we're gonna get an
exact copy of the shading. Now we're the only
thing that we're not going to have is this
thing right here, which is called
the shading group. We really don't need
it as much right now. But if you want to,
you can just create a new like Arnold material. If I create a new AI, standard material or
standard surface, we delete this guy right here. And we can connect the
color to the surface. And that way we have
another like shading group. Now this one, for instance,
that's called the spirals body. And the only thing we
need to do is go back to the file notes and just
replace this with body. So this is the
thyroid acts normal. So let's go with thyroids, body normal. Hit Open. It's going to load.
And remember, we wait for this to, to process. And since this is a normal map, we need to change the
color space back to row. There's one more thing
I forgot to change. Give me just 1 s and
I'll show it to you. So this guy right here we go. So we changed the utility rock. So the occlusion refers
metallic, this one right here. You also need to check
this option which is called alpha, is luminous. Okay? So as you can see now,
we're having an issue here because there's
already one material that's called Empire as volume. We could have done the
other compression, but that's again going
to take more time. So let's go here too. Shutter off this metallic body. A coalition of this
metallic and hit Open. You might need every
time you load an image, it automatically switches
back the color space to sRGB, which is quite annoying,
I'm going to say. But it's just part of
the whole process. So just wait for this to load. And once it loads, you
change this back to rock. There we go. And we'll change this sera, Alpha's luminance. And then finally base color. We select m thyroids
body color and hit Open. It's converting the texture.
The reason why it's taking longer is
because it's converting the textures back
from the order. It's just doing the texture
thing for our node, which is fine because
we're going to need that. And this is the color of
course remains as SRGB. So now we go to the, we
can go to the Hypershade. We can right-click this and say select objects
with material. So now all of the
objects that have the red like cherry
material, oh my god. Of the materials
that have the red cherry material
will be selected. And then we'll just assign, right-click and assign
to the next one. I'm going to do the whole setup, the all of the other
materials setups off camera guys to of course, again, save a
little bit of time. I don't want to bore you
with all of that process, but it's the same thing
that we just did. Now. Hopefully it did save that scene because I didn't have anything saved and that would be really bummed out to
have to do that again. So yeah, that's it. I'll see you back
on the next video.
78. Eye Modelling: Hey guys, welcome back to our next part of our
series stealing. We're going to continue
with the AI modeling, which is like the second to last thing that we need to do for the character. And here's a render. So as I mentioned, I just connected all
of the materials. And as you can see, where I'm not doing any
subdivision surface, I'm not doing like displacement. This is literally just a
basic ray trace render. I'm not going to deny that, but it's just a ray
trace render with four K textures that we have
for the whole character. So as you can see,
it looks really, really cool and this is the
most basic default light that we have, as you
can see right here. Now there's just
one thing I want to mentioned before we
move on to the eyes and that is under normal
map configuration. I was mentioning
that I was using the AI and it was having some issues,
some weird like shading. So it's better to
use in this case, it worked better for me for this particular
one to use the bumped to denote it's
plugging the Alpha. This remains as raw,
very important. This one you change to
tangent space normals. And very importantly,
if we're using the Unreal Engine
preset, which we are, you need to go to the
attribute editor, not the property editor,
the attribute editor. And there's gonna be
an Arnold section. You need to turn on the
fleet at g channels so that the normal map behaves
as an OpenGL normal map, which is what I
mentioned. That's it. I'm not gonna spend
too much time on the lights here in Maya because
it's really not needed. So I'm just going to
save this in real quick. As you can see, very light
scene is just this guy. We only have 126,000 triangles, which is really good for a, for a full character like
this guy right here, I'm going to press number five. This thing glows
white because it has an emissive mapper
connected to it. If you want to see
everything just normal, you can click this
button right here, which is going to
show you the basic shader lamp or thing. So yeah, Control S and let's open a new folder or a new file. So inter source images, I'm gonna go to the
right view here and injure sources, source images. You're going to find an image plane that we're gonna be using, which is called I. And the reason
we're, we're gonna be doing this is because I want to show you how to
build a very cool, a little bit more realistic
either, of course, always like different levels of how much detail we can
add to a character. This one is, I would say, a good balance between
performance and realism. So we're going to have a
couple of layers to the eye. Normally you would
just have like a sphere and the texture
paint into this here, but it looks really
fake with this one, we're actually going to get some interesting reflections
and refractions. So the eye is made up of a
lot of different pieces. But the most important piece
that we need is of course, the place where we're going
to have the color of the eye. So I'm going to
create this here. I'm going to rotate
this 90 degrees. I'm going to leave it like this. We 27 divisions. And that's gonna be my sphere. I'm going to move
this thing so that it's right there on the center. This sphere right here
is going to be the, we call it the sclera, which
is the white of the eye. This is the one that's
going to contain the normal inflammation
of the iris as well. So the color of the eye. So this guy is going to
be called sclera low. Then I'm going to
duplicate this thing. I'm gonna make it a
little bit bigger. And we're going to move
some of these vertices around so that we can create this sort of like
convex shape that we have. So I'm going to graph,
let's say this guy is right here and this guy's right here, and even this guy
is right there. And we're going to push this forward without this
thing right here. So as you can see, we
pushed this things forward a little bit to create this
sort of like concave shape. I'm going to grab
this guy right here, push it in a little bit. And it's going to create
like a little bit of a balloon shape on the front. You can see it's going to be a little
bit difficult to see, but hopefully you can
visualize how there's like an, an insight element in this
thing that we have right here. This is going to
be called the, or, sorry, actually, this is going
to be called the sclera. And the other one we're
going to call the cornea. The cornea is the
inside of the eye. The sclera is gonna be
the outside of the eye. The one that we're gonna be like painting white is
this one right here? Let me just make
sure I'm doing this. Yeah, No, Oh my God. This is why you need
to study medicine. Cornea is the one on the outside and sclera is gonna be
the one on the insect. Cornea is gonna be
the transparent one, sclera low, and this is
going to be corn yellow. Now what we need
to do is we need to model or create some high Pauli's for those
elements so that we get a softer effect on the base
that we're gonna be doing. I'm going to push
this down like this. There we go. Now, let's start
with this one which is the easy one,
which is the cornea. I'm just going to
duplicate the object. Hide the other one. And this one we're going
to call cornea high. And we just want to smooth mesh. And we're going to move this
a couple of times here. One, let's give it the two
divisions to have a really, really, really smooth
cornea effect. And then I'm going to grab
the other one, the sclera. Isolate that and this one's going to be
slightly different. I'm going to Control D. I'm going to isolate
this new one right here. I'm actually going to grab
this guy is right here. I'm going to push them in. This edge right here. Actually, I'm going to push
this in because with this, well, we're actually
going to be creating is the border of the iris. If we take a macroscopic
view of the limbs here, we actually have one
like real macro. So as you can see, there's this little
white thing and it bleeds in into the iris. It's not like a, like a like a super strong cut is
a bleeding of the eye. And then there's a hole
here on the center right. So that's the kinda stuff
that we want to capture here. And that's what
we're doing this. We're creating that sort of like convex shape where
the iris would be. And this is going to give
us some very nice death. Now this one, I am going
to give it the bubble, two segments in
the small fraction to get an interesting effect. And then we're going to
smooth this one as well. So smooth probably
twice as well. You can see that
we get those very weird-looking like
triangles on the center. Those could result problematic, but usually there's gonna
be like a dark the pupil, the hole on the eye,
it's going to be there. So it's really not that,
not that big of a deal. And this one of course is
going to be called sclera. Hi. With this done, we now
properly have the eyes, this one right here,
and we have the sclera. Those are gonna be the two meshes that
we're going to have. The reason why I mentioned
that this is not the most like super cinematic
either you're going to see, but it's going to give
you a good result. It's because we only have
two low poly meshes, the sclera and the cornea. Now, this two guys right here, I'm going to isolate
the Real quick, grab both of them, make sure we soften the edge so we get
a really nice soft edge. We could even give
them a subdivision. I don't think it's
like it will be that much of a
problem to be honest. But I don't want to
increase the amount of triangles as much
as you can see right now with this two guys who
are already at 5,000,000. So we will have doubled that
because it's two ice, right? The I don't want that. So I'm going to keep
them like this. We do need to get UVs though, so we're going to use
the same process. We're going to select
both elements here. And I'm going to
say UV, delete UVs, UV camera based
projection for this one, uv 3D cut, and I'm going
to call it a back here. Same for the other one. I'm going to grab the sclera uv 3D cut and we're
going to cut back here. Why bag there? Because sometimes
you're going to see a little bit of the
side of the eye and we don't want to see the scene and we're not really
going to see the back. Again. I've seen some
production houses where they are caught the eye in half
or three-quarters to save a little bit
of geometry space, I'm going to show you another
slightly different way. Let's start with the sclera. And we're gonna have
two more materials for this one's control, you control l. So
this is the big guy. This is the one that I want. So I'm gonna grab
this guy right here. I'm going to center this
as closely as I can. Because this is the
one that we want to have them most of
the geometry width. So something like that. And this one which
is the back of the eye, we're going
to make it small. Here's where were we
break a little bit of the rules in regards to, um, to our geometries. We break the rules a little
bit because we're going to have different levels
of textual density. But it's fine because
this is again, the part that we are
gonna be seeing. So that's the sclera for the, for this one, we're going
to do the same thing. Control you, control
L, which will you. There we go. This
one is the main one, so we're going to make it fit. I'm trying to make
sure that it lines up. I believe we can
snap it to the grid. There we go. So we have a perfect
rate right there. And then this one, we're
gonna make it really slow, small and habits on
this side right here. Remember the rule, we
shouldn't be touching any anything outside of the box. And that's pretty much it. So we got sclera cornea, cornea, sclera, sclera low. It's going to have
its own, Let's just leave history
for everything. It's Clara low is going to
have its own materials. I'm going to right-click assign. The new material is going
to be Maya Lambert. And we're going to
assign N M underscore. We're going to call this. There we go. Then the cornea low gonna
assign a new material as well, Maya Lambert. And this is going to be
called M underscore cornea. So that's the, I
just find that to be a little bit easier
to understand because I know that that's the
color of the eye. And then cornea, I
know it's gonna be the transparent thing
that we want to have. So with that done, we're ready to proceed with a debates and the
texturing process. Now this is one of those
elements that I personally prefer to texture
inside of Photoshop. Just because I think
it's a lot easier. So what I'm gonna do here
is I'm going to grab both Lowe's File
Export Selection. We're gonna go to our
assets two main base, and this is going to be
ice underscore. Hello. And then we've got
this two guys gene to repeat the last action,
which is the export. And we export the
ice underscore. Hi, There we go. Now, I do want to show you
before we jump into the hole, like a baking
process, I do want to show you why this is
going to be so important. I'm going to hide this two guys. And I'm going to show you
what the main processor we're gonna do is it's
going to contain. So let's imagine
that this guy right here is an eye texture, just like a very
basic I texture, I'm just going to assign
a new material here on Arnold AI standard surface. And we're going to make
this standard surface like green or yellow. Let's make it yellow,
like that sort of thing. This guy, I'm going to assign
a new material as well. Arnold. Ai standard surface. I'm going to leave it
like this for now. So we need a basic like a light. So I'm just going to go
for a sky dome light. And let's bring in the
HDRI that we have. This blocky for the studio. There we go. So let's of course
save the scene setup. And let's do a quick render. If we render this
scene right now, what we're about to see is this, we just see a very basic, like a very basic object which has an object
inside of it. What we're eventually
going to be doing inside the firm real is we're going to be calibrating the sclera, the outer portion
work like glass. Glass is a transmissive surface. It lets light through and you're allowed to
see or you're gonna be able to see what's
inside the elements. Okay? So we get this right here. So when I do this,
as you can see, now we see the inside of
the eye being covered by this very cool like
plastic film on top. And we want this plastic film
to go be a lot glossier. The specularity of that
film is going to be lower. You can see it's going to
look at very, very shiny. But there's an
interesting thing here. There's a concept called
index of refraction, which is this thing right here, index of refraction, IOR. And that pretty much means when you have a surface
in a ray of light hits, there's gonna be an
angle over here. I don't remember if it's
this one or this one, but there's an angle at
which the light is bent. Air, for instance, like the air that's around us has an index of refraction of about
one point something. So that's why when you are in a really open place and
you'll see an open, like a flame or some lights
really, really far away. Sometimes it distorts
the image a little bit. That's because the
air is a volume. It's something that light
has to travel through. It's very clear there's not
a lot of stuff in that air, but it still needs to travel
through it so it will refract a little bit
glass, for instance, ice, diamonds, like every
single thing that we see, plastics will have an
index of refraction. If the index of
refraction is set to one and we render nothing, we just see through it. It's an each transparent object like goes exactly through it. The more we increase the
index of refraction. So if we go like 1.5, the
more light is going to bend. And that's why we can
see a little bit of the reflection from the
background inside of the eye. In this case, if we
really crank this up, we're going to start
getting this sort of like a metallic abuse because we're, we're, we're viewing way
more reflection or delight. This is being bound in
a really extreme way. So you're usually not going
to find this sort of things. But we're gonna go in this
case, I would say for, for a glass which
is like our eyes, a 1.5 is perfectly fine. I've seen some people use
something like a 1.3. Another very common number, which gives us a nice
results as well, but we're gonna be
using probably 1.5. Now, here's why this
is so important. Imagine we're seeing the eye
is straight from the front. When we see the eye
straight from the front, I'm expecting to see the reflections of the
lights right here. And this is gonna give us
a really realistic effect. Of course, we're
going to be texturing and the iris right here, which is gonna give us
a really nice look. And we're going to have the center of the
eye, everything. We're going to have
everything inside of the, of the texture on top
of those textures which are going to have their
own roughness and their own specularity
and everything. We're going to have
this glossy surface. Usually the glossy
surface is like a 0.0 ones like really,
really, really glossy. Just like bounces back
every single bit of light. Let me, let me change to GPU because I'm worried that the audio is not
saving properly. There we go. There we go. So this is the,
again the effect. But here's the interesting part. When we move the eye
around and we go to a side view to like
a perfect side view. The refraction of the I will
let us see, as you can see, a little bit of the
insight of the Odyssey, very interesting like behavior
that happens with DI. And you can see it on
all of these pictures. Like if we take a picture of the eye in a perfect side view. Like if I look, I, I macro side, look up how, even though
we're seeing through the side and this is supposed
to be a clear substance. We're still seeing the black
and the color of the iris. Again, even though we
are on the side view, that is thanks to
the refraction, the way that the concavity of the effect
generates the sort of thing allows us to see inside of the eye even though it's
not under direct path. Look at this right here. So that's what we're going for. Okay, that's the effect
that we're going for. This sort of like exaggeration
of the eye so that we can see the inside of the iris and the little bit of the pupil. So, yeah, and now I'm doing
this with the hypotheses. This is like traditional render, but we can mimic this and nowadays renders
are really strong. You can generate this very, very cool effects with, with very basic stuff. So yeah, that's pretty much it. I think. I do want to show
you this because I did this a while
back on the marmoset. So let me just show
you real quick here. Here we go. So this is the exact example
that I mean nowadays with what's the
word with marmoset, you actually have access to that sort of
effects are right now, if I move this to the side, I'm not really
seeing it that much, but as soon as I
turn on ray tracing, everything looks like
a more realistic. I look at that. Look at how deep
those eyes look, how realistic they look, because they are
actually refracting and reflecting the
light the way we want. So this is what we're
gonna be going for. So no, don't save that. Yeah, We're ready to
go into the texturing, so make sure to model
this guy's sclera cornea. Cornea sclera high, low. And that we're going
to bring this into substance first to
get a normal map, and then we're going to
bring this into Photoshop. So hang on tight and I'll see
you back on the next video.
79. Eye Texturing: Hey guys, welcome back to
the next part of the series. We're going to continue
with the eye texturing and it's a rather
simple process. I'm just going to go
here, create a new file. We don't really need for K, I think for case a
little bit overkill. So we're gonna go to k,
I'm going to hit okay, with the eyes glow. So we should have m cornea, m, m. And I know it
sounds really stupid, but we actually are going
to get something here. Because remember the
difference from the inside to the outside eye on the
hypotenuse is like, it's quite interesting because
of the dip that we added. So I'm going to go here. Either high-quality
here to two k bake. And very important here
we're gonna do match, same mesh name,
ambient occlusion, match same mesh name, curvature only say mesh name, thickness, say mesh
name, and we bake. That's it. That's pretty much it. So that's the cornea. And there we go. Let's go to the painter. And if we turn off the
cornea, this is what we have. So big problem, right? What's happening
here? Well, remember, we need to push the cash in and out enough so that we can
gather all of the elements. So let's go back to the baker. Let me close this window. Residue I is really weird. One that seems to be some
sort of log bog or something. Anyway, we're not going
to do the coordinate, we're just gonna do the eye. And that we're gonna go to
the common settings and let's increase the max are reared
distance in this case, that's pretty much what we wait. Let's do a quick bake. I can see that it's
getting better. It's still not enough. Cancel, which is
more vague selected. There we go. So as you
can see, that is properly capturing the eye
texture that we need. So let's just wait
for this to finish. And that's it. So let's go to the painter. As you can see, now we
have the proper base. So even though this is a sphere, it's this
interesting thing. Even though this is a sphere
like a complete sphere, you can see how we are seeing the depth baked into the effect. This could be like the most
basic eye you could do. By the way, it's a
fake eye of course. But as you can see, gives
you a really nice effect. And when we add this
thing on top with its proper refraction is going to give us the greatest
or that the cool effects. So we're going to export this. I'm going to go File
and Export textures. We're going to export
in the unreal or NTU E4 to our assets, of course, to the
textures folder. Let's just check the
name. There we go. Am cornea, that's perfect. And we just export. Oh my God, sorry about that. Should be a fast export. And here we go. Now, this is the
interesting thing. We actually don't need
the ambient occlusion. We don't need the base color, we don't need the roughness and we don't need the cornea
normal because there's, well, the dermal know
that one we do need, we just need this MI, normal and the coordinate normal because
we're using this once, this guy right here as a guide to create the
colors inside of Photoshop. So let's close this. I'm going to save this for
you guys in case you need. It. Should be a
fairly easy setup, but it's going to be
included I textures. And let's open Photoshop. So inside the Photoshop
I'm going to open a new folder control
or new file. It's going to be a
24-year by 2048. And in this element
we're going to bring in DI normal like that. So now it's just a matter of knowing where the
eye starts and stops. And that's something that
we need to get from Maya. So I'm going to grab
the cornea low. I'm gonna go UVs, UV editor, and we
have our UVs here, of course, the corn yellow. There we go. According
yellow sclera. The sclera is important one. And what I'm gonna do is I'm
going to select the UVs. And I'm gonna go to
image and we're going to create something
called a UV Snapshot. We're going to have this
on our assets folder. I'm going to call this I. Uv
is gonna be P and G 2048. By 2048, there we go, and we hit Apply and Close. So what that's gonna do is
it's going to take a picture. And we're gonna be able
to use this picture as a map inside of Photoshop to know where
the art starts and ends. And as you can see, we got this very, very nice line here. Now we need to look
for some textures and we're going to look here in
the Internet, of course. And what I'm going to
look for, I textures. And it depends on the
kind of character energy going forward to the
cartoon character. Like a normal character. I'm going to try
to go for a very realistic picture
like I wanna go for something like that
and enter to do that, we need the iris. I close up of the eyes. I'm going to say human iris. And let's see if we
can find something. Not what you want to look for when doing this sort of
search is you want an, a picture of the iris that is not influenced by any light
like this one right here. This is really, really, really good because we can
see all of the colors. I'm not seeing a
lot of reflections, and it just looks very nice. This one is also really good. I do see a little bit
of reflection here, but we can patch it out. So
I'm going to use this one. I'm going to copy this right here and then bring it in here. Control V, as you can see, pretty much match what we want. So I'm going to scale
it up a little bit. The first thing is I
need to mask this out, so I'm going to use my
selection tool here. We're going to select the
iris, like right around. They're going to try not to select the
upper eyelid there. Something like that. I'm going to mask this out. So I'm going to create a mask. The mask is very
sharp and usually, as we've mentioned before,
there's a smooth transition. So on the mask I'm going to add a filter Blur, Gaussian Blur. I'm going to blur this
out a little bit, just a little bit,
probably like five pixels. There we go. Now how do we fix this? We can leave it if we want to. But the quick way to fix it, I'm going to apply
this mask by the way, it was going to say it
Right-click Apply Layer Mask. So now we've covered the effect, and I'm going to
duplicate this thing. Rotate this a little
bit like this. Mask it out. The brush. Paint black. There we go. So we mask it out. And then with the brush
again, with soft brush, I'm going to bring it
in that specific area. As you can see,
we're just going to blend things a little
bit like that. No one's really going to know, it's gonna be very,
very difficult to know. Now, I am going to look for
I texture because just one that I very frequently use, which is, I think it's
this one right here, which has the Baines and stuff. I am actually going
to go for this one, which has a more natural color. The other one looks a
little bit too creepy. So I'm going to copy this
image control V to paste it. And we're going to make
it a little bit bigger. Now of course, this one is gonna be underneath this two guys. These two guys we can Control
E to merge them together. And then this guy,
which is going to like position it so that
it's behind our iris. Like that. Now you can also see that
there's a little bit of light information here on the
iris, which I don't love. So I'm going to press Control
L to go into the levels. I'm going to see actually
on this guy Control L. I'm gonna see if I
can like creating more like a reduce the highlights like
this case right here. We can reduce them
to try and have as little as a
variation as possible. It's fine to have a
little bit of variation. But the least or the less
variation that we have, the better, the more realistic the whole
thing is gonna look. Actually one thing
I'm gonna do here, and it's just gonna
make it a lot easier. I'm just going to duplicate
this and rotate around. So Control D, Control
D, Control T. And let's rotate around. We're going to mask it again. Brush. We're going to mask
everything here. And then I'm going to bring
in this thing right here. So we do lose a little bit of that like interesting
colors that we have, but we get a more
neutral, a way, way more neutral effect here, which is important to keep
things as nice as possible. You can see it's not
perfectly round, so I have to be careful here. There we go. That looks really cool. So again, we grab
both of them, control each combined, and
that's a lot better. It's neutral color. We're not having any,
any weird colors. And again, this is important because you don't want there
to be any light information. You'll want the lines
information to be happening on the scene itself. So for this one, I'm going to sample this or like beige color. And we're going to
replicate it everywhere. So that's gonna be the base
color of the, of the eye. Now, I think there are more textures out here that
you can get and some of them have nice materials
like this one is actually usually quite nice as you can see, it's really big. So I'm going to copy the image, paste it in here. And yes, I'm going to use it, but I'm not going to use
it as much because I do think it's a
little bit too red. So I'm gonna go like there. Then with the eraser. And that's a soft eraser. I'm going to erase
the center there. So I just wanted like the veins. I'm just going to play with
the opacity a little bit. Try to help. I can move this or Hey, when this happens,
there's some sort of input that I'm missing. The worst input. There we go. Okay, so let's go back here. Let's paste the image again. And again. I'm going to delete like
the outer edge of the eye, just leave like the veins. And we can use something like. An overlay or lightened like a multiply looks
actually quite nice. Play a little bit
with the opacity. There we go.
Distinct right here. So weird for there
somewhere. This one. You can see it. I'm not sure where that were
boarding is coming from. Yeah. That's really weird. I'm not sure with this border
is coming from, but as you can see, this is
looking a little bit better. It's not this guy. This guy is this guy here. There we go. So we're gonna have our nice cream color and
then our veins right here. And then the, I think the color here is, it's not perfect. So I'm going to Control
L. And just like or, or maybe this guy right here, we can smooth it or
softened a little bit more. There we go, because
I don't want to see the veins like
superintendent, there we go. So this is gonna be
my diffuse channel. We can save this. I'm going to save
this on our assets, of course, textures. It's gonna be a
JPEG file is fine. Or let's do I think it's P&G. Yeah, so we have MIs and
instead of the normal, this is gonna be the
texture or the color. And now we have to old school
do the, the, the effects. Now, before we do that though, we need to decide what kind of color we want for the eyes. And I don't want to
go for this or like yellow eyes, like demons. I've seen some diamonds with yellow eyes that
look really cool. So demon yellow, I can see
that it looks interesting. I remember the first time
I see them it was in, in supernatural and it's like an interesting color. It's
going to press Control U. And we can change the hue and go for something that
looks a little bit more. Interestingly, the
golden, golden yellow. There we go. That looks really that
blue right there. That I think it
works really nice. So Control Shift S, we save
this again, C, P, and G. That's gonna be the color. Now, we need to generate the other two maps
that we normally use, which is the we can use auto-generate the
colormap or sorry, another color map,
D specular map, and then the what's
the word DEP entirely? Well, we don't
have any metallic, so it's mainly the
specular map like which parts are going
to shine more and less. So I'm going to
Control G disguise. I'm going to call
this group diffuse. And again, this is like old
school way of doing it, but I find it works
really, really nice. Eyes are one of those things that a lot
of studios like you'll just go online and buy an iPad that looks
really, really good. Someone else already did
it and prepare it for you, and then you just
work with this. But this is the
way I would do it if I had to do it from scratch. This one, Control Shift
U, we desaturated. This one controls you
view with a saturated and this one Control Shift
deal with the saturates. So this is be my roughness map, like how rough it is each
of these things gonna be. Now remember that
the wider you go, the rougher it is. So in this case, I
actually want this white to be a lot less intense. I'm going to press
Control I, to invert. I don't want the inside
of the eye to be as a shiny, this one same thing, control I want, or we can press Control L and play around with
some of the elements here. So for instance, you can
see there that we're starting to see the veins. And we can make the veins
be a little bit refers. So we make them black
first like this, and then we invert control eye. And that's what this
is going to happen, is this part of the eye
is going to be a really shiny and the veins
are not gonna be as China because
the wider you go, the less shiny you get. Now, that means that this one probably needs to go
into like a normal mode. There we go. That's a lot better. Well actually it's
a little bit weird. Let's blend it up a little bit. There we go. So something
like this because we want the colors to
be really similar. Even this one, to be honest, I'm going to Control L. Just like darken
things a little bit. So it's gonna be
really, really shiny. And the eye, the sclera
tends to be quite flat. It is really rough, so I'm gonna, I'm gonna
push this roughness up. However, I do want to
make sure that the center there is extremely rough because it's the
black thing, right? Like no light should
be bouncing from that. So I'm going to use
a hard round brush. It really hard round brush here. And I'm just going to do that. So that plays right
there is going to be completely,
completely rough. We're going to save this. I'm going to go Assets, textures is going to be
in P and G of course. And we're going to go M. Roughness. So we really just need
those three things. We didn't normal. We need
the roughness and we need the color that I'm
gonna show you one extra trigger right here. And if you take a look
at the roughness, it might be a good idea
to have a little bit of extra bumpiness because the normal membrane
now is very flat. So we can duplicate
this thing again. I can press Control Shift or Control D, Control-C, Control-V. There we go. Control D, which is
duplicate. There we go. Just right-click
and move it Control D to combine all of the
things inside of that carpet. And there's a plugin
here called a D. If you grab this layer
and you go to Filter, there's this 3D
generate normal map. Now, you always get this
meshes that this message, message that this thing
is going to be obsolete and you're no longer going to have it then, blah, blah, blah. But the thing is, they've
been doing or saying this for a very long time
and it's still there. Right now, I'm not seeing it. Filter 3D, generally normal map. Oh, it's no longer here. Okay, don't worry.
So now there's another filter if you go
here and there's this, I think Neural Filters. And the neural filters are like dislike smart thing elements. And I do believe the other did they know they haven't
that bumped back. Okay. No problem. So I'm gonna show you a
different way to do this. There's a plug-in or a little thing that we can do and should be
working. Give me 1 s. Okay, I'm getting an error now. So it says filter 3D
generate normal map. And that was getting some
sort of like graphic things. I'm going to go to
Preferences General. And there has to be
something here on performance about
the graphics card. Performance. Use graphic processor. So it is working filter
through the normal map. It's not really
working. Don't worry. There's this side right here is called a normal map online. Like if you literally just like look for general
normal map from texture, There's a lot of
ways to do this. People have been doing
this for a long time. So the only thing we need to do is you can see is Click Here. We go to our images. We grab our color, hit Open, and it's going to
generate the normal lab. Now, here's the important point. Egn, original normal map, you need to visualize
where the colors are. You can see the green is on top and the red is on the bottom. So it should look
something similar. There's gonna be,
there usually is an option to degenerate that. In this case it doesn't
seem to be one. But if it's if it's not, I'm going to show
you how to fix it. So I'm going to download this. And now we have this
normal map right here, which has all of that
very cool detail. I'm going to grab that image, bring it into Photoshop. And what we can do
is we can use a, an option called a multiply. If we multiply or if we can do overlay,
not really overly. There's one option
that just gives us the proper contribution here is we want to remember that when we combine normal
maps in this case, which is what we're
gonna be doing, we need to make sure
that this purple color remains as a purple color. And this is a little bit
too intense to be honest. Now, I do feel that we have the wide channel
inverted as well. So I'm going to
rasterize this layer. I'm going to go to the channels, I'm going to grab
the green channel. I'm going to hit
Control I to invert it. So what that does now, if I check again, is now the colors match the green on the top
and red on the bottom. In this case, it's
on the other side. You can also flip it
to the other side on the red channel. So Control I. And now it should be
the exact same ones. So greens on the top
and rats on the bottom. So they are in the same
sort of like language. And let me remember
which one was it? Soft, light. Soft light. So as you can see
with soft light, we can combine both of them. And now we might just need to adjust this
thing a little bit. I got this thing again. Control T channels. Let's go here. There we go. We'll just position this where it's supposed to be on the, on the old normal map. And even if we need to make
it a little bit, like, we shouldn't need to do this because the normal maps should be aligned to the whole thing, which then this tells
me that the diffused then is no longer a line
to the proper channels, so we need to change that. We also flip this channels here. Oh God, I'm making
a mess, right? Hopefully I'm not confusing
you guys as much. Let me let me open
a new file here. This guy. So that's the color. And this color, we need to have the old normal map
and the new normal map. So this is the old normal map. If we align there, you're
going to see it doesn't match. So I'm going to
graph my Beth again, we're going to grab this
little Home tab right here. There we go. Match it to the square for you just lower the
opacity a little bit. That color should match that. So let's modify the
color a little bit. If we need to. Make it a
little bit smaller and stuff, it's really matches
closest bottle, that's really close thing
we can make it even better. There we go. So that's my color. That's
where my colors should be. So there's normal map
is still the same one. And this is the new color
that we're gonna be using. Even if we have that little
border, that's fine. We're not going to
see them, the image. So let me save this
again as the eye color. Yes. Okay. And we're
gonna go online again. Click here. Let's grab
the new Eichler, open. Refresh. Open downloads. Let's bring this into Photoshop, but not in here, but
in a different one. So we can flip the
channels first. So control, I direct the green channel and
control ie, the red channel. And this should be
matching the same colors. And now we bring this in here. Not there, sorry, here. There we go. And if we turn this into multiply overlay
or soft light, we should get, Thanks, That's normal math
looks really good. I'm still going to adjust
this a little bit. Or actually we can
leave it like this. You can play that
are a little bit with this intensity is just still a little bit of
normal map information that I want to add like that. Let's save this is
gonna be the new, let's call this I1 normal V2. V2. There we go. And that
way we're gonna be able to have our normal map or roughness map and
everything else. Now the roughness map is also
going to be slightly off, right, Because we
move things around. So I'm going to have to
bring in the roughness map, which we already exported
this one right here. And I'm going to have to scale this so that it
matches the color. So let's very quickly
go for the color. Lower the opacity. I'm going to match this
pretty much one-to-one. This one does need to
be matched one-to-one. There we go. That's pretty much
it. Now this one we save again as the
roughest. Cool. So this should be it guys, I'm gonna stop the video
right here because I know we already went quite a bit like more than
we should have done. I'm sorry for the
further problem there under the texture
side of things. Then the next bit
I'm going to show you instead of marmoset, a quick setup just to see if
this is actually working. So hang on tight and I'll see
you back on the next one.
80. Eye Setup: Hey guys, welcome back to
the next part of the series. Today we're going to
take a quick look at the eyes setup instead
of marmots at first, just to do a quick check and then we're going to
set it up inside of Maya. So instead of Momma said, I am gonna go to my
textures and my assets, have this on the other screen. And if I bring my main base, I can break the ice low. There we go. And we have the
cornea and the eye. The cornea, I am going
to change the diffusion, or sorry, the BRI will. Where is it going to
change this transmission? And this is gonna be refreshing. Now as you can see, it's
refracting where of course, the index of refraction is 1.5. We're going to bring
the roughness down. There we go. And as
you can see, that's pretty much glass and
it's refracted the eye, we're going to texture it. I know some of you might not have more or less it
don't worry again, I'm going to do this
instead of Unreal later on. I just wanted to show
you how this is going to look at to see if
we're like there. I'm going to grab
the eye color and the eye color is going
to go to a Albedo map. There we go. Looks really good. We're going to grab
the eye normal. And that's gonna be of
course the normal map. As you can see that
really it kind of like pushes the eye back, which is really, really cool. Uses some interesting
details there. Then we're going to grab
the roughness as well, which is gonna make
certain things like shine little bit
more than others. Now it doesn't look
like much right now. But again, if we go over here to the retina and we
turn a ray tracing, which is going to
actually activate the ray tracing effect when
we see it from the side, as you can see,
we're going to see the red colors and the effects. So this is gonna give us the
realistic sort of either we're looking for right now, it looks a little bit
darker than it should. And that's, I think because we need to go here to the cornea. And we can change a
couple of things here. There's one way to give it
just a little bit more life. Of course later on when we have an actual light like
shining onto the object. It's also going to help
with the overall effect, but it looks a
little bit too dark. I'm not sure if this is
because of the transmission. It's this guy right here trying to figure out which
one that is on this one. Oh cool. Reflections, rate
tracing, man sampling. Now we're doing things properly. I'm sure for z, the intensity
of the light maybe. But yeah, like the
maps are working as intended as you can
see when we see it from the side, we
get this effect. So let's close this real quick. And let's go quickly into, let's save the scene, of course. And we're going to go
quickly to the other scene, two thyroids character scene. We're going to import the eye. So we're going to bring in the ice from our assets
folders, main bakes. I'm going to bring
the AI slow. We go. We need to properly positioned and where
it's supposed to be. I'm going to group them. Very important that
we grouped them. So we modify the group and we're going to position
them on their plates. Let's turn it on
number six here. Again, let's turn
off the aces to untold maps so we can see
things a little bit better. This is gonna go
right around there, then make the ice is
slightly smaller. And usually you want the bumpy
like bumpiness of the eye that we were modeled to push out a little bit more
than you would expect. Are also a little bit higher. So it's a little bit of the iris is going to be
hidden by the upper lip. Lift. There we go. That looks it looks good. Now let's set up the materials. The sclera has this MI, material, which is
again the color one. Let's make this an
AI standard surface. Let's call this m underscore I. And let's input the maps. So the colormap is gonna be, of course, the
color that we have. Assets, textures, got the
eye color. There we go. Then the cornea change the material to an AI
standard surface as well. But this one, it's called this, I'm cornea, is gonna be
transmission. As you can see. We can see the eyes right there. There we go. That looks good. I like that. We're going to
bring the weight or the roughness down to
like a points here, one of the cornea. So it's a really
glassy, it's there. It's just that we're
not seeing it, right. It's, it's, it becomes a little bit
invisible if you wish. So on the sclera, we still need to add a couple
of things on the geometry. We're going to add the bump. It's gonna be a
file, it's going to be tangent space normals for Rob and we're going
to flip the G channel. And then on the file, we're going to bring in the eye. Normal b2. Just a little bit of
detail there, open. This is going to
be a utility rock. Can see, it looks good. Breaks down the
light a little bit. And we're gonna go back to the material and
on the roughness. And then another file. Be seen or sorry, assets, textures, I, roughness open. And there's gonna
be a utility raw. And very important. We're going to use
Alpha as luminance. There we go. Now we
grabbed this group, we're going to call
this Cyrus ice control, and we can just mirror it. So shift right-click. We're going to mirror x world
narrative and hit apply. And it should be
on the other side. We go. The important thing
about the ice is you don't want the character
to look cross. I, that very, very, very important to,
to try to control. So let's save this real quick. Let's go into Arnold
and give it a shot. Let's see how this
look with renderer, because it's not the
same thing to see here, to see it here on the
viewport and to see it with the proper lights
and everything. So yeah, there we go. Look at that. Really nice reflections
on the eyes. Really nice reflections there. And that's it, guys. With this, we are
pretty much done with, with the eyes set up
for the character. Again, this is a, a, an intermediate
level of I set up. You can go super basic, which is just a sphere
with a texture, and you can go super advanced. I've seen people that model the iris and the
cornea and everything. It looks really,
really, really good, but it's really, really,
really expensive. But you are going to
have a lot of shaders, you're going to have
a lot of elements. And it makes it a little bit difficult to control in-game. But as you can see,
this one right here looks pretty, pretty **** good. So it can change, of course, to our camera here. Again, the most
important thing is when we see it from the front, it should look cross, cross. I, he should look
like, very, very nice. I'm going to show you
one thing because this is one thing that
I wanted to do. I actually want it at this I
to be like a cataract eye. So I'm going to graph this
coordinate right here. I'm going to assign
a new material, Arnold AI standard surface. And it's going to be a
transmissive surface, but it's gonna be really rough. Okay, so I'm going to
increase the roughness quite a bit for that one. What's going to
happen is that eye right there. It's
gonna be like cloudy. It should look a
little bit cloudy. I think it's a little
bit too cloudy. We can also remove
a little bit of the transmission and bring back a little bit of the diffuse. As you can see, it's
going to look like a, like a damaged I probably
keep the transmission higher. Kind of like frosted glass. Little bit less. There we go. We're going to have cataract I. Okay, so that's
one way to do it. Now there's a couple
of more things that are going to happen here
with the character. And you guys already know
what I'm talking about, which is of course at the beard, we need to do the beard, we need to do the eyebrows. We're probably going to be
doing some eyelashes as well. I'm going to show you a couple
of extra little details that we can adhere on the ice to add that extra level of
realism to the character, which is not going to really
hit on the performance. But yeah, look at
everything else, thinks are like turning
out quite, quite nice. So on the next video, guys, we're going to talk
about the basics of oxygen because they really need to show you
the how action works in, in general as a system. And then we're gonna be
starting with the groom. We're gonna be doing the
groom for the beard, and we're gonna be
doing the group for the eyebrows and some
extra little things. Yeah, hang on tight and I'll see you back
on the next one. Bye bye.
81. Xgen Basics: Hey guys, welcome back to the
next part of this series. This video is definitely going to be a little
bit longer than usual because we need to cover the basics of the
action a system. And I want to make sure
that we have everything in a single beat though
before we start with the grooming process. So there's a couple of
things that we are going to explain it and I'm
going to explain before we jump into
the grooming system. In regards to here, there's three types of here
we have sculpted hair, which is very traditional. I've done this several
times for several projects, and it works really well. In games. It's a
really good way to do hair because it's
really lightweight. In regards to polygons, it gives a nice shape. It holds the shape perfectly
because it's a solid thing. However, it is
tricky to sculpt and some types of stylistic choices might not be good for this. The second type is haircuts. I've also done here cars
before, sorry about that. And the hair cars have
one really cool feature, which is the fact that they
are lightweight relatively, you do get a lot of
hair hair carts. But if you can get them to like, like if you can properly plays them and you can properly
generate the maps, which is slightly tricky,
is like the technical. You can get some really,
really cool results. I recommend the hair cards when the game has to go a
little bit more realistic, but you also need to keep
performance in mind. Finally, we have things
called hair systems. So inside of Maya, for instance, the hair system that we
have is called action. There's a two more did I
know that a really good one of them is called Getty and the other one's called
ordinate tricks. And the hair systems use
a guide like this guy, such as here right here to
generate the hair that you're gonna be using to populate
the character right? Now, the cool thing about action is that it's already
included with mine. It's completely free
and it gives you Probably the best possible
result because you're actually getting individual fibers
for each part of the hair. The bad thing about
that is the fact that you, it's really heavy. Like even for animations,
It's really heavy. So again, whenever you're
working on a project, you're gonna have
to think about, well, what's the
best way to do it. A couple of years
ago, the hair systems were pretty much
incompatible with, with game engines, but nowadays, especially with
Unreal Engine five, which is the one we're
gonna be using later. It's very easy to use them. Like you literally
just export the curves and you're gonna get them
inside of Unreal Engine. The settlements of
the Unreal Engine can be a little bit tricky. Keeping in mind that
none of those games nowadays where at least at
the time of this recording, using this system, there's more and more
developers using them. But it's still
like where on the, on the edge of the
new technology. So how this actually works? Well, again, After
we've just covered that point of the
three types of hairs, I will say there's three
things you need to have. You need to have a clean scene or a scene
where you're gonna be working with in
this case is gonna be this thyristor
characterising. You need to save the scene. This is super-important that
I'm mentioning it right now because it's a very
common mistake with action. You need to save the scene. Because we're gonna
be saving a lot of things like descriptions, collections and things like that which involved
the action system. I'm going to explain what
those are in just a second. You need to have this
setup, the project setup. So your basic Maya
project setup, It's really important
that we have it for this specific like part
of the process. Then you need to have a specific
geometry, which is word. You're going to be
placing the hair itself. Now, if you take a look
at the character here, this geometry that
we have is really, really big and we
really don't need this much geometry
to attach the HER2. So what I'm gonna do is
I'm going to duplicate that character Control D. I'm going to isolate
that for just a second. That new duplicated effect. Let's unlock the elements. What I'm gonna do
is I'm going to delete all of the phases
that we don't need. So we're gonna be working, let's say on the head
of the character. This is the only
part that we need. And talking about the like the mustache
and stuff like that. We really don't need the nose. So we can delete the nose. We really don't need the ice. So we can delete the ice. We of course don't
need it. The ears. We're all going to go
really close to the ears, but not as close so we
don't need the ears. And where we're generating
here is called a CAP. Very, very common in
grooming systems. We're going to have a cap. So we're actually let me, let me go back a
little bit because we might need some parts of the of the upper eyes
for the eyebrows. So we're not going to need
the inner eyes like this guys right here, something like that. We're not going to need just to make sure I grabbed
the exact same 112, this guy right here. There we go. We
don't need that one. We can also delete
this part of the nose. Again, thanks to the way we've, let me turn on symmetry. Thanks to the way we model
the whole character, this should be
fairly easy to do if we wanted to grab
parts of the face, the head tube to add here, we could, this case
the character is bald, so we really don't need to
write this guy right here. And I would say, I'm going to go right view F. I'm going to use my Lasso Tool. I never use this tool, but in this case it's
actually quite handy. I'm just gonna grab all of
these faces and delete. And then on this
side right here. This is probably
going to be the, the area where we're going
to be working, right? Like that's the, those are the phases that
we're gonna be using to generate our beards
and our eyebrows. Okay? Of course we also don't need
the inside of the mouth. So we can split them out like
outside right around there. Probably one more just
in case we want to have a little bit of hair
so close to the lips. And we delete all of
that. There we go. So this mesh that we have
right here can actually be hidden later on or
we can just, yeah, it's usually going to
be hidden or later on so that we don't see it, it shouldn't, we shouldn't
really see a difference here. Some people like to
scale it down a little bit to get it inside
of the character. We're not gonna do
that right now. Let's go here. And I'm going to grab
that guy right there. I'm going to Shift P to get
it out of the elements. So this is going to be,
we're going to call this thyroid face
hair attachment. This thing eventually
is going to be parented to the same
bone as the face. So however the face moves,
this thing is going to move. Hopefully you can picture that without having a rig just yet. So this is where we're
gonna be working. Everything else we
really don't need. So I'm going to
grab, I'm going to select all by type geometry. I'm going to press,
I'm going to de-select this guy and de-select this guy. I'm going to press H. That way we're gonna have
our two elements right here, which are the only
ones that we need. So far. We don't need to
worry about anything else. So we already have our mesh. This one, I'm
actually going to get it into a layer and I'm going to set this to reference
so we can't touch it. The only mesh that
we're gonna be able to touch as
this one right here. So once the, once we
have this right here, what we can do is we can start taking a look
at the action system. I'm gonna go to windows.
This is like the all of the setup needed
for the actual system. I'm going to go to
Windows, Settings and Preferences Plug-in manager. And I'm gonna make sure
that action is turned on. So just write x g. There you go. Action took it is there. I'm going to load
everything just in case we need anything. I don't usually keep
this in all the load, but I'm just gonna do it for
now in case maya crashes. Let's say real quick. Of course you can, of course do increments and saves as well. And now we can go to the action window and
we're going to have this. Now, I need to
explain two things. There's two actions systems
and it gets confusing. We got the traditional
exchange system right here, which
is this window. And then we got the
interactive group editor, which is this one right here. For this particular project, I do think that we're going to have a
little bit more control. It's gonna be a
little bit easier to get exactly the result that we want by going into the
traditional action system. However, who are eventually
going to convert what we're doing here to
a global splines. And then those
winds are gonna be the ones that we're
gonna be export. So if later on, you'll learn more techniques and you feel comfortable working directly on the interactive
system, Go for it. However, again, for, especially
if you're a beginner, I strongly recommend that
you learn how everything was built because this was the first system, the action system. And it's just gonna be
a little bit easier. I'm going to open the extra
window and we get this. And here we have three options. Create a new description, import the collection, or import a preset
from the library. We're going to create
the new description. The description is
sort of like the, like the main group,
like the big group of all of the things that
we're gonna be doing. Instead of a description,
we have collections. And then collection is a name implies a
collection of sets or data with a specific
settings that we're going to use it to generate
the hair or dislikes. Now, the description, think
of this in this case, we're going to call this
thyroids underscore description. So all of the different
types of fears, if we do eyebrows, mustache, a long beard, shard beard, like all of the
things that we do, are gonna be saved on
their desires description. And this is important because
in a production pipeline, you don't want to do
things a lot of times. So if I'm working on one specific room for tyros and someone
else is doing other, other specific groups
for him as well. We can save all of those
into a description. So if I need to gather
or a reference that one, I can get it from the other. Character artists are grammars. So thyroids description
goes right here and we're going to create
a new collection. Sorry, sorry, my bad. The collection is the big group and the description
is this specific. So this thyroid description
is gonna be called, let's call this rose like beers. Let's call this central beers. Okay. Sorry. The description is that
the individual and the collection is what's
gathers everything. And this is gonna
be called borrows underscore collection. Super-important. Do not use any weird symbols on your naming conventions as
a rule for Maya in general, you never want to add, like, I know in specific
languages, like for instance, in Spanish, we have
this letter right here, which is like an N with
little thing on top. If your language has a specific
symbols, never used them, always use like very
basic English lengths. Second, what kind of thing
that we're gonna do, we're gonna use this
blinds were gonna be creating curves and
we're going to use those splines to create at the beard and all
of the hair systems. If you're doing other things such as grass and
stuff like that, you can use grumbles brands, which I would suggest you use the interactive grooming
spline instead. Then this one,
where are you going to generate this randomly
across the surface, but we're not going to
be using attributes. We're going to be
placing a shaping guides and I'm going to hit Create. There we go. So now with that done, while we have created, we've successfully
created a collection called thyroid collection, and we've successfully created a description called
central beard. And instead of the
central beard, we have all of the things
that you can see right here, which is the action panel
that we're gonna be using. In order for us to see the first hairs coming
out of a thyroid. I'm gonna I'm gonna go
to here real quick. Let me hide this. Let's go back to action. So in order to see
the first hairs, we need to add guides. And we have this
option right here, which is called app
or move guides. So I'm going to add,
you need to add at least three guides and where that guy, I'm going to add 12.3. And when they click this
little button right here, boom, we get here. So this is really
important because now this guys are going
to shape how the hair is going to be distributed and how the hair is going to be like mother being modified on
this part of the carriage. So the guides are
literally just crypts. If I select this guy right here, right-click, it has this
guide control points. And they can use this control
points to make the beer, for instance, a lot longer. Usually this guys only have
four control points or five. You can see here that's the
modifier counter we have. So if we move this like this, and I hit this little
icon right here, you can see that now the
hairs that are closest to this guy are going to be pushed, are gonna be moved down
because you're going to try to follow this line
as much as it can. Now, as you can see,
there's a gradient since this guy is shorter, it's trying to find the way to, to blend these things
to be like, okay, the hairs that are
closer to this guy are going to be really long, but the ones that are
closer to this guy right here are gonna be shorter. Now, this thing has also
worked with self-selection, which is great because
we can select one thing. Then like a really small or
big effect can rotate this. Careful here we can
rotate this around. And let's make this
beer go down like this. Okay, so we're gonna go like a, like a goatee thing. We can do this guy right here. Again, just move it down, rotate a little bit and move it down like
this. There we go. Now we update this. All of the hair that
we have coming from the face is doing this very,
very interesting effect. Again, we can jump from
one guy to the other and at different points
and modify those points. And that's going to change
the behavior of the guides. At any point, you
can add more guides. I can just click, let's say
another guide right there. And the new guy, this is very interesting when you
add a new guide, is going to try to
find the average like distribution compared to the other like previous
guides that you have. But if you decide,
you know what, I want this guy to
be really crazy. I want this guy to go like this. When you do this, there's gonna be certain
hairstyle going to be doing that because they're being influenced by that specific guy. So it's really, really, really, it can get
quite technical. It is, It's very technical
software and you can do some really amazing
stuff with action. But it works in a very, I would say basic
math fundamentals. So, yeah, there we go. Now, there's a couple
of properties here on the attributes that we
need to take into account. First of all, this
guy, remember how I mentioned that we
really don't need it. I can hide it. I
can hide the thing. And if I go back to
this guy and see, it's gonna be a
little bit easier to visualize how this
here is looking. And as you can see, creating a goatee
can go here again, go back to action and keep on working
on this description. You can see we're working on
the thyroids collection up here and under thyroid
central beard. So what can we change in regards to the curves
that we're generating? What we can change the density. So we can add way,
way more fibrosis. You can see right there, we can change the length of
this virus right now. The length is connected to the amount of or to the
length of the curve. But we can change that length, make it really long, or
make it really short. Okay? We can change the width, which is really important. Oh, please smile at them. Crush. I believe in you. I got to warn you, this
is a heavy system, as I mentioned in Maya, is calculating every
single thing in real time. So it is definitely one
of those things that, that makes it a little
bit complicated. Let me see if I
can recover here. Good way to know if this is
going to recover another, if you'd go to the Task
Manager and you check Maya, if the numbers are moving
like on the CPU and the memory than the parole
means that you are safe. If it's not moving, then
you're probably lost. There we go. It saves itself. Cool. I'm going to
save real quick because we already have something here that
we can work with. Let's bring this back to one. Now. Right now we're seeing
this density thing here on the preview output. We have a 100-percent
preview of the fiber. So every single fiber
that I'm seeing here is the fiber diet we're going to have
on render time. We can lower this, we can lower this percentage if
your competitors are struggling. We can be
like, hey, you know what? I only want to see
20% the density that I'm going to see
on rendered time. So I know that when I render or if I export all
of these curves, we're going to have like five times more than
what we have here. There's a limit, of
course. It usually it's not as heavy like this primitive since
they're just curves, they're not as heavy
performance-wise. But I've seen some computers
are struggling with this. So if we go back
to the primitives, other things that we have,
for instance, are the width. We can change the way we can
make really thick elements or really thin beers depending on what kind
of beard we wanna do. We have this width ramps, super-important hair is never
like just like cylinders. It always starts like a, it's kinda like a little drop. You can move this and this is the profile that r is
a root and T is deep. So we can move this
and as you can see, we can create a
smoother sort of like. Teardrop effect.
You can right-click or change the interpolation
here to smooth. And it's also going to
change how this thing looks. So this looks a little bit
more like a hair, right? You can add points. If I add a point right there, I can make this
thing really smooth. I can change this to linear
and continuous is too flat and change the
interpolation method. That's going to give me slightly different
effects, right? So again, linear. Let's go, let's go linear. If you want to eliminate,
just click on the X on the bottom part and you're
gonna get rid of those. So usually we add a
little bit of taper here, or you can not taper here with this slider so that the
hair becomes thinner as it gets farther and farther away from the origin
of our character. Once we have that, once we, once we have a
little bit of hair, the other things that we can do, we can do a little bit of tilt. So it's going to move the hair
into different directions. We usually don't use that. Okay? So Control-C is really freaking out This thing right here,
but it's recovering. There we go. So yeah, that's, that's pretty much it. Now, once we create this guides, the guides are actually
creating this appliance. The appliance have a
specific CB council. We can select the guides, but these are made out of
five points right here. And the reason why these points are important is because we're gonna be talking about
the modifiers now. Modifiers are things that we can do to the guides to
change how they look. Very basic one, and
this is actually why I, when we were doing the
console for this character, we went for like a,
like a messy beard. We're not going to go
super clean room because it's not the grooming class. We're just going
to use the tools. You can use this element,
the modifier window, and you can add something
like a noise if either a fight at a
noise and I hit Okay. The noise is going to
change how the hair looks. If I increase the frequency
here, for instance, and I increase the magnitude, we're going to start
getting a very messy here. However, there's only five
points on all of these curves. And therefore,
even though I have a really high frequency and they're really high magnitude, we're not going to
ask a lot of details just like a very
simple, messy beard. How can we get a better effect? Well, we need to go
to the primitives and we need to increase
the CB count. If we bring this back to ten, you're going to see now
we get way more detail, but be mindful because this
curves are way more complex. They have ten points
instead of five. So yes, you're gonna get more detail on your hair as
you can see right there. But it's also going to cost you, or it's going to
cost you to have a little bit more intensity or a little bit more
performance issues. Now for instance, I can
add a couple more guides. Let's go here and
let's add a guide. We need to select the geometry, so we select this
guy, Let's unhide it. And I'm going to select,
I'm going to add that guy, let's say one right there
and one right there. And when we replace this,
you can see that this guy, since they're really
sure we're getting this very like Fauci here. We can push this down. And when we check
the preview again, now we get something that
looks a little bit more realistic and look at how
nice disappeared looks. Instead of having to
do all of the haircuts and stuff by utilizing
this method. As you can see, we
can start generating a beer that looks really,
really interesting, right? So this is the main thing
that we're gonna do. Now before we finish this video, I'm going to talk about the maps because we're gonna be using
something called maps. And maps are really,
really important. A map, as you guys know, is the texture that
saves information and that will allow us to generate something that
looks interesting. I'm going to go to this guy and the high
that for just a second. And if we go back here and
to the action element, you can see that we have
the density, right? Let me bring the preview
output back to 100%. This will be the render
that we would get, like if I render right now, and I assign that in our material of course
to this thing. We would get at this
sort of effect, which looks very good. I think it looks like a
really interesting effect. But let's say we just wanted
to limit this whole thing to a small little patch on
the chin of the character. We don't want this to go all
the way here to the lips. That looks really weird. We only want this to
him to be down here. The same sort of like noise and everything, but
it's just down here. Well, we can do,
I'm going to click this thing to hide them
for just a second. At any point I can
just click this again. And if I go to primitives, we can go to the
density up here. And right now the
density is trying to look for a Mac or a mask, but we don't have anything, so we need to create a new mask. I'm going to click this
button right here. And there's this thing
that says Create map. I'm going to create a map
and I'm going to call this central beard mask. The start color is
going to be black, is because I want to vary in a very similar fashion to how it works inside
of substance. I want to have no
hair whatsoever. I'm gonna hit create. Now, once we hit this, we can go to this
point right here. We can grab this guy and
go to this painting. We're getting an error here. Chip what that problem is, expression k, That's
really weird. Normally we would get this. I'm not sure if it seems like we are having a
little bit of an issue here. So I'm going to stop the
video right here guys are. But we're going to talk
about the mouse in the next one because it's
really, really important. It is creating the map, but for some reason it's not like finding
it or something. We do have everything
set up properly, so I'm really not sure why this is not setting up
the paint tool, but the paint tool
should allow us to paint a mask on the character and tell it where
we want the hair. So anyway, this is the
very basic introduction. We'll go on to talk about
the masks and the next one, and we're going to start working on the first part of the grown. So hang on tight and I'll see
you back on the next one.
82. Xgen Masks and Modifiers: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the action masks. So the issue was the material, it had the Lambert lambert, the AI standard materials setup and that was causing
the problem. So I just said I'll
be basic Lambert. And as you can see now, if I click the object and I
click the paint tool, we jump into this option
that allows us to paint. I'm going to show
or hide those guys. And then we'll jump
into our Paint Tool. I can select what color, what I'm paying, width, and
I'm going to paint white. So I'm just going to, I'm literally going to start painting where I would expect to see this sort of
like goatee effect. You can use textures
with your brush, can do whatever you want here, you make a mistake, don't
worry, we can just go black. And let's say we do
something like that, okay, back to white. It's like Fe, this
and a little bit, just create something that
looks nice like that. Once you're happy
with your mask, you're going to save it. This is the most
important thing. A lot of people
forget to save it. And if you forget to save it, you are not going to get
the effect that you want. So as you can see by saving
this and now the hair is only growing on that specific section that I've determined
with the mask. And this is very
important because that's the way we're
going to be controlling. Now, as you can see, again, we can hide
this guy right here. We can go back to the
character and turn it on. And now it's gonna
look a little bit more realistic because we're going to have these things right here. Now, keep in mind that at the guides will always
push something. So even though due to
the fact that this guy, these right here,
there will be a couple of hairs that are coming
from that specific position. So the placement of the guides
is also really important. What if you don't
want to have a guide? Well, if you don't
want to have a guide, you can grab the
guide and delete it. That's it. Just resume that
and there we go. We're not gonna
have as many hairs on that specific position. You can also like,
let's say we delete that one and we check again. And we're going to get a slightly different
effect right there. Okay? You can hide and show the guides with this
button right here. You can lock the guides
if you're happy. There's options, mirror
and specific guide. So I really liked this one. I can mirror this guy to the
other side and we get it. We're going to get a slightly different
effect right there. That's pretty much it for
the painting of the mask. And again, it's very
important to you to understand that every single thing that
we have right here, we can actually paint things. Those are also really useful for more than stuff
such as the color of an animal you're
doing like a tiger, you're going to input a mask
using disorder like formula. So the color of the hair
grabs that specific effect. Now, let's talk a little
bit more about modifiers. We've already talked about
this noise modifier. So I can do like six, I can do like authentic
and change things around, as you can see here, we also have a mask right now this mask is
affecting everywhere. But I could be like,
hey, you know what, I don't want this thing to be as intense in certain areas. Just click on this guy or sorry, on the little triangle
and you create a map. There's another
really interesting modifier that I
want to show you. And this is one that again
causes a lot of confusion with new commerce inside
of the action system, which is the clump effect. So the clump effect, which is this one right here, clumping, when you add it, you immediately get an error. And this is what's very
confused because you're like, what the ****, What
am I doing wrong? Well, the problem is that the
clumping and needs you to generate something
called a clump of map, which is a way for the modifier to know
where to form clumps. Here has the tendency
to form clumps. That's just nature of the hair. So when you add a
clumping modifier, you need to go down here to
where it says set of maps. We're gonna be setting
up a couple of maps. There's two types of maps
that you can set up. You can generate the guy a map using this
thing right here, or you can use a January
1 based on the guides. I'm going to just generate
it for now, as you can see, and degenerate map
will generate all of these lines across my element. I can change the density, which is gonna give me
more or less clumps if I go here and I generally we're going to
have a lot of clumps. If I go really low,
2.5 and they generate, we're going to have
very few clumps. And when they generate, we
get this little guides. If I click Guide, you
can see that the clumps are gonna be generated
on the gates themselves. So there's two ways to do it. A basic like generation here, which just random clumps everywhere or a
guide based system. Once you're happy
with one of this, you're going to hit Save, and that's going to
save a clump map. And as you can see now, the hair is going
to start clumping. Based on that map, we can change how much or how intensely disc
clumps, for instance, if I go to a, to the clumps are gonna be really intensive
by the halfway point. Like they're literally
going to cross each other, which is not something
that we want. So I'm gonna do a number one. This ramp right here will control how
things are clumping. You can see that the
tip is clumping quite heavily and the roots
not clumping as much. If I bring this up, we're not going to have as much clump. If we bring this down, there's
gonna be a lot of clumps. So again, interesting
ways that we can change this around to generate
different effects. We can pull the tip up. We can just generate really, really weird and
intense looking shapes. Usually the hair tends
to clump towards the, towards the end, so the root tends to be not as clumpy and then the tip is the one that tends
to clump quite a bit. The mask is also
going to be like a, it's kinda like an
on and off slider. So I can go 0.5 and we're going to have a
little bit of a clump, but not as much in
the beauty about the action system is the combination of all
of these modifiers. So if I have a clumping and
noise at the same time, I can play around with both. And they can get
interesting effects where the things are gonna be
clumping a little bit more. Look at the difference
between just a single leg, just noise and noise
with clumping, it's gonna be
slightly different. We can push this up
and now you can see how we get the more
intense clump, intense clumps like
up here, right. Like each there's like
small little clumps of hair going and forming on
the base of the beard. So that's how we're going
to be creating the grooms and thinking about the
production of her beard. We're gonna be doing
this sort of effect to generate an interesting,
an interesting variation. There's a lot of other modifiers we're not going to be
using all of them. Some of these models is hard for animation so that when
the characters on the cinematic or something the
hares moving or it falls down, it doesn't collide
with other objects. It's a, it's really,
really complex. But for us we're just going
to keep it really simple. And we're gonna do a
basic grooming system. We're gonna do the
masstige, the beard and the eyebrows and
eyelashes problem. So yeah, that's that's pretty much it in regards
to the things that we have right here of the VM. And again, there's way
more complex stuff, but this is not the
grooming class. We're just going to be
using the basic tools to get something that
looks interesting. Now, how do we render this? Hey, is there a way to, to
see how our project is going? And the answer is yes,
we can actually do that. I'm going to say
Select all by type of geometry that we're going to
bring back everything else. Of course, the body, we
need to bring it back. This face hair attachment. We don't need to bring it back. If we do this again or
actually, Let's do that. Where did it go? I hide it. Unfortunately, there we go. So excellently hide it. So this guy, we Hive and we just lived the hair right
there as you can see, a goatee and just
very simple like facial things to change the
character quite, quite a bit. So let's say you
want to render this. You want to see how this looks. Well, first of all,
let's save this file. The only thing you need to
do is you need to select the hair right here. The any of these guys, I usually like to select
this guy right here. And I right-click and
assign a new material. And Arnold has a
material called a DAI, standard hair material.
We're going to use that one. And that ai Standard here
material will allow us to, actually, I think it's this one. Yeah, It's under
the central beard. Right-click assign
existing material, ai Standard here you can
see the hair changes color. And now if we go
to the Hypershade, we can take a look
at this AI standard. Here. We go right here. And it has some
interesting properties. It has the melanin color, which is the color of the hair, Melanie and redness and
melanin randomize this here. A shader is one of the best
hair shaders I've seen in like engines
because it's really, really into it intuitive. So here is either like either it has melanin
or it has no melanin. Melanin is like the dark
pigment in our skin and hair. If you want a very dark here, you're going to have
a lot of melanin if you want really belong here, you're going to have
really low melanin. If you go all the way down, you have no melanin,
you have gray hair. So as you can see here,
if we go really low, it's gonna be like
a blonde color and they've got really high, it's gonna be a dark color. Then here has a certain amount or melanin has a certain
amount of redness on the hair. If we increase that redness is going to be really,
really saturated. And if we decrease, that is
going to be not as saturated. So by playing around
with this two sliders, we can get a hair that looks
really, really interesting. I'm gonna go for like
an old man's hair. So it's going to be really low and pretty much no melanin. If we do that, let's
save this real quick. And we opened our render, we just say our render. Let's wait for this to process. We are not seeing the red. What is going on here? I think it's because
of the GPU render. Let's try that again.
Could not read a rain batch mode
to time samples. That's really weird. It is exporting the thing. Let's write CPU because I think GPUs not working
with this one. So Arnold, Render Something different, Give me 1 s. Okay, my bad, I just forgot a very quick
thing about this. So you need to assign the material, as
you can see right here. And you need to go
to Preview output. And for some reason, it normally
does this automatically. As you can see, it
has the oldest set, but it didn't work in
mine for whatever reason. Just get renderer and make sure you say like Arnold renderer. And that way, when
you render it, you should be seeing
your element. If you didn't see it, just
pause it and just redo it as for the error because it was really weird
we got this error. I did some quick searching. And it seems like if
you go to animation, you need to change the
evaluation mode to dg. I had mindset to parallel
by changing this to Digi. I didn't get the error anymore. So yeah, that's it. So as you can see, if we render, we got our hair and it
looks really, really cool. It just looks like here. So the ones we have this, we can play around
with the hair and generate some really
interesting things here. Let's go to the shader itself. I'm going to go
to my Hypershade. Let's move this to the side a
little bit. We can turn it. I had this denoise or turn off because it was generating
some weird effects. But now we can just, I am rendering good
GPU by the way, I was able to bring this back. And so in here on the AI
standard here, again, we can change the color
if we go for like a brown color and we render, we're gonna get a brown
color for our character, which makes him
look a lot younger. If we are playing with this, we can change the retinas of the melanin and the hair is going to look a
little bit more like a, like a red color. You really want red color. You need to bring this
down a little bit, I think, play around with this. There we go. It looks a little bit better and you can use the base color, but just keep in mind that
the base color is like a, like an overlap or an overlay
on top of everything. So for instance, I grabbed
this red color right here. It's definitely going
to look rather, but it's kinda like if I died
the hair with red color. Okay? Now another thing that we
can do here, which I really, really like to do, is to play around with the
melanin randomize. This is one doing it renders
here inside of Maya. It works a little bit different
once we go into unreal. But here in the
melanin randomized, I can push this up, like really, really up. And what's going to
happen is certain hairs will have more
melanin than others. And you're gonna
get this really, really cool like
variants where you have this really wide, nice hairs and some darker hairs that when you get older, right? So yeah, that's that's
pretty much it. Now here one thing
that we can do is I'm definitely going
to reduce the melanin quite a bit because I want this guilty to be like
older and you can see how we get this very nice,
yellowish, whitish colors. Definitely reduce
that a little bit. I don't want to have as much variation and I'm going to bring the melanin randomized or
Madeline redness down as well. And that's gonna give
us a really nice, interesting look here
for the, for the beard. So you can change the roughness like this
is a really rough here. If we bring this down,
we can have like a, like a shinier hair, a
little bit more oily. We're seeing this a little bit blurred because of the filter, of course, but this is how we
would prepare a character. Now one thing I'm seeing for the here is that it seems to be poking out of the face like
right there on the border. So here's how I see that
some people grabbed the hair and they push the
face just in a little bit. I'm going to center the pivot
point on that geometry. And you can make it a little bit smaller so it goes
inside the head. You're still going to
hide it, of course. But what that's going to cause, let's grab a screenshot here. What that's going to cause.
It's just going to make it look like the hairs
coming out of the skin. Now, usually when the
hair gets on the skin, you also get this sort
of insertion point. And this is great day. You can just go here and see
like, okay, and then what? Let's make it a
little bit smaller. So when we render the root looks like a
needle going into the skin, so it's a little bit softer. Can add another point here. We just have the
root be really thin and then it gets ticker
as we go as we go out. But yeah, that's that's
the process. My friends. That's how you set up the hair here instead
of for action. This is how you render it here
instead of a Maya as well. Now we're going to jump onto the actual grooming
of the character. We're going to start creating
the specific guidance that we need for the specific
beard system that we want. And we're gonna be using
those guides to generate the hair that's
going to eventually go into the game engine. So hang on tight and get ready because this is
going to take awhile, but it's gonna be really,
really, really fun. I'll see you back
on the next video. Bye bye.
83. Moustache Block In: Hey guys, welcome back to
the next part of our series. Today we're going to start
with the blocking off our hair and that we're
going to continue from here. So the first thing I'm gonna do is I'm actually
going to go to the collection and I'm going
to delete this description. We don't want it. We want
to keep the collection, but the discretion was
just something that we're we're using to start with, that we're going to start with the blocking of the moustache. So let's isolate this
thing real quick. We're going to select
this and we're going to create a
new description. As you can see, we no
longer need to create a new collection because we
already have the description. We're going to call this
mustache base. Why base? Because we might have a
couple of extra descriptions. They're going to generate
extra hairs that are going to help us break up the
general message. Mustard space splines
randomly across the surface placing and
shaping expressions. I'm going to hit Create. There we go. So when thinking about here, we need to think
about the main shapes are blocks of the here. Here is one of those things that a lot of people struggle with because they feel that they need to do each
individual strand. When in reality we need
to do like big bundles, like the famous like
does this locks of hair. So we're gonna go,
I want to go for something like really
crazy like this. Now, I do remember that the original character had
this like beats on the beard. Unfortunately, for the beats, we're going to need some
more complex stuff. So we're going to have to
leave those for another time. But this character right here, we're going to have this
very long mustaches, as you can see right here. They tend to be quite messy. So let's start adding
some, some guides. I'm gonna go here
with my guides. I'm going to start
on the right side. I'm going to do 12.3. And we can use this option here to mirror the guy
on the other side. And then we can select
with just cube, select this guy right here. Actually, let me, I'm going
to grab all of these guys, just H, so we don't have
to worry about those. There we go. Got that one. We're also going to
mirror that one, grab that one, and we're
also going to mirror it. So we have six
guides and then we hit a check. We're
gonna get this. We're gonna get some
nice distribution. Of course, if we
increase the density, we're gonna get
more dense stuff. So if we take a look at
how these things go, they usually curl
down and to the site. So that's what we're
going to start doing. We're gonna go with
her first guide. We're going to go to
the control points and we're going
to guide it down, rotate it a little bit. Just a little bit. Just start pushing it into the direction that we
would expect this to go. Something along those lines. Probably closer to the face. There we go. This
one right here, it's gonna be one of
the long mustache ones. We're going to move it back. And again, I want to go for this very long and crazy mustache. So we do something like this. This one's going to be like an intermediate between
the two of them. So we're going to push them around and just start
creating the basic shape. I'm gonna go to this one
is actually, which is, I believe 13, 1,212.
Let's just delete those. Why? Because once we have this and I like
how we have those, that looks good, that's
a good basic blocking. I can just grab them and just mirror that
to the other side. Hi them for just a second. And I'm going to add a
couple more guidance. Now, again, we've mentioned this before, but when adding guides, one of the cool things is
that the new guides that we add are going to follow really closely to the guys
that we had before. So this is really, really helpful because it
saves us quite a bit of time from having to do the
whole like shape again. So this is again
following the sort of like creating complex shapes
out of simple shapes. So we start with few guides, and as we need more of them, we're just going to be
adding more and more. As you can see, I'm pushing
this thing forward. So it's kinda like floating
in front of his face. We're going to be trimming
down this a little bit because I don't want
to have as much as what we might see. Quick check, that looks good. Control S real quick. Always, always, always save. And then now I think it's
a good idea to grab all of the guides and let's mirror
them to the other side. So we get this, as you can see, we're gonna get a
really, really, really cool, like parting
of the whole thing. Let's add one more guide
there at the center. As you can see, it's going to go slightly to one side,
which is great. And we can play with that one. Maybe move it a little bit too, one of the sites to break
the symmetry, right? Same for this one. It's like we can go
this case right here. I can actually go, I'm gonna
go to the Options here. I'm going to say all
components of where it sits. This guy, this guy right here. Now turn off geometry so we
can select the geometry. And that way, when we
go on top of this guy, which should only be able
to select the guides. Or you can do the thing
that we did before, which is this guy. Get this guy into a layer. That way. We can select, we can see it, but
we can't select it. Straight. Going for this, once again, we want to break the
symmetry a little bit. We don't want the mustache on both sides to be
perfectly similar. But we follow a
general shape, right? So we can play with
some of this like Lang Syne and curvatures.
That way when we. Update here, we're
gonna get this. So that's not bad.
I'm actually going to hide this guy right here. And let's bring the
body so this guys back. That way we can see how
this thing is going to be coming out of the face. So we're going to need to see this other one to be honest, because we have this one. There we go. Because we're going
to paint a mask. So I'm going to select this guy. Let's go to oxygen. Let's hide the guides
for just a second. And I'm going to go
into our mask up here. I'm going to create a map. We're going to call this
mustache base mask. And we're going to start
with a black color. Hit Create. There we go. Hi the skin. Now if we go to our brush tool, I'm going to paint this white. Let's make the brush radius
slightly smaller so that we can paint only where we want. Something like that.
Something like that. And the fact that it's
slightly irregular, It's also good because
beards and the hairs, they don't grow
perfectly symmetrical. Save, don't forget to save it. If you don't save,
you're not gonna be able to get this effect. There we go. We've got a really, really
cool mustache right there. It's brings us back
and we can start seeing how the whole
thing is going to look. So that's not looking bad. That's actually giving me a
really nice, really nice BIF. One thing that I'm
seeing though, is that we're still
getting a couple of hairs on the on the lips. I don't love that. And we're not getting
as many hairs up here as I would've liked. So a couple of things
that we can do, we can add more guides up here, closer to that, to the nose. Then we can also go for
the hair attachment. Go back to the mask and paint
a little bit more up here. Like that. We save very important,
and there we go. Now, we're going to
have those things coming out of the nose
a little bit more. You can of course,
go to the guides themselves. Go to this guy. So we're gonna change them to reference so we can select them. And we can move the control
point up a little bit. More. Puffiness to the, to the whole beard because you can see a lot of these guys are those you can
select multiple, by the way, multiple points. There we go. That's a little bit better. The same thing over here. This or like crazy
mass such as fine. There we go. Cool. So that way we are
getting this sort of like long mustache for the, for the character.
Don't worry about that. That's the thing
that we're using, that's going to disappear. Once we have this, we can start playing around
with the density. How much, how many
points do we want? I think we definitely
want a little bit more, so probably something like 20. And we're going to add the taper due to the hair
should be a little bit thinner. I do want to change the shape of the hairstyle little bit. So this sort of thing. We can increase the width
a little bit depending on how thick or thin we
want the beer to be. This also is going to have
to do quite a bit with the, what's the word with the performance that
you want to have? You want to have a lot of hairs. The performance is going to be taking a little bit of a hit. But this is giving us a nice, a nice So like
construction here. So now what I'm gonna
do is I'm going to add a couple of modifiers. And the basic
modifiers they would like to add is of
course the clump. I'm going to start
with the clump. So we're going to
add a clumping. And remember we get
this error very common. We need to set up the maps and I'm going to generate
them with guidance. So we're going to see
guide in heat safe. So as you can see, the hairs are going towards the guides. That way we get this very
interesting clumping effect. This is like a 0.5 or 0.7. And now I'm going to
add another modifier, which is of course
the noise modifier. We're going to increase
the frequency like ten. Now let's try the
magnitude to a two. There we go. As you can see,
that's going to start creating some nice effects. We can lower the mass to
something like a 0.5. And as you can see, this
is going to be creating the general effect here. Yeah, that looks good. Let's turn off the visibility of the guide so we can take a look at the mustache itself
and it's not bad. Not bad at all. I think we're getting
something interesting. I kinda do want to have one
more guide right there. And I want to use that
guy to kind of blend together both sides
of the monsters see how the hairs are
moving slightly there. So you might need to do. Very fine tweaking. If you want to get
specific shapes on your character.
But we can get it. Let's go to the primitives, increase the density
a little bit more. That's like a really weird
like empty space right there. I'm not sure why we're getting that. Take a look at this guys. Maybe it's because this guy's moving the elements a
little bit too much. I'll, it's this guy.
I think it's this guy that's a little
bit too far apart. We go. Yeah. So
let's let's bring in men and it's pretty much like if you're combing a, like a, like a doll or a character, lot of manual tweaking to get something that
looks interesting. Now remember, we can
definitely grab some guides. So for instance, I can insert another guideline,
let's say right there. Grabbed the control
point and push it up. Like going like really, really a wave from, from the rest of the points.
And what's going to happen. You can see right there is we're going to start
getting some more crazy, crazy hairs because there's gonna be a little
bit of influence. It's trying to go completely into a completely
different direction. If you want to go for like a very crazy mustache thinking, you can do that. And then we can go
to the grooming or the modifiers and maybe increase the clumping
a little bit more. So we get this. 0.5
was looking good, 0.6. Let's try 0.6. There we go. Like this or like puffy
effect over here. So I'm going to add one on
this side, another guide. I'm going to use
this guide point to push the effect over here. A little bit more like the more extreme we go with that point, the more the the influence of those specific hairs
are going to try to, to play around
with the elements. As you can see, we can
generate some really, really cool looking things. This one. So I'm
probably going to push them a little bit
closer to the center. So for this one's fill, the center is a little bit
like empty. There we go. Okay, that they really, really interesting
looking mustache, which is what we're going for. And yeah, it looks, it looks quite, quite nice. Now, some of you might be like, Yeah, this looks interesting, but what about this
part right here we have the insertion point
is not that great. So I'm gonna, I'm gonna make the route a little bit smaller. So the insertion
point looks a little bit nicer like that. And maybe lower the
width a little bit. There we go. So this is giving
us an interesting effect. Now, when we take a
look at the reference, you're going to see that there's different layers of hair. We have the main clumps
and then we have something that I like to
call the breakpoints, which are hairs that
are not going in the same direction as the
rest of the elements. And for this sort of stuff, you want to do this as
a separate description. At the end we're going to
export everything has a single, like a clump of, of curves, but it's
gonna be a lot easier to control as a
separate description. So let me show you.
I'm going to grab the thyroid face
attachment again. I'm going to say File
and we're going to do a new create description. This is gonna be
called masstige break. And I call this breaks same
collection, just hit Create. And now we can create again
a couple of lines, 123456. Let's do seven right there. And we will populate. We're gonna get that. Of course, we're going to need to
increase the density, but we're also going to
need to paint a mask. So we're going to create a mask. We're going to call
this must touch, breaks, black, create. And we're going to paint, let me isolate this. Only like the upper
boarder of the mustache. Okay, so something like this. We're going to save. What that will do
is you can see it, so you're going to create
it, this thing right here. Now, the ideal thing is for this here's to be exactly
the same as the other ones. We can jump to the muscle
HBase and be like, okay, the width is 0.14 and
the taper is 0.82. So we grabbed that and we
say the width is going to be 0.14 and the tip is
going to be 0.82. So we should get a
very similar effect. Then we can go to the masstige, take a look at the curve, go to the breaks, and get a very similar curve. Why? Because we want to make the hairs look as
nice as possible. Route will increase the length. The Control C, for some reason
the control freaks out, Let's say real quick. Constantly, you need to
constantly, constantly save guys. This is one of the,
one of those things that's really unfortunate
when you lose progress. This guys, we're
going to really push them into different directions. Okay? So we're going to really do some crazy crazy stuff
because they're the brakes, so they're the ones
that are going to not follow the rules as
closely as the other ones. So we're gonna be doing
this sort of stuff. What's going to go down? Now? What's going to
go up a little bit? They're going to be shorter. Like they're definitely
going to be shorter as you can see right there. I think maybe we need
to decrease the length. We're going to really keep them close to the masstige itself. It cannot do want to follow
the general thing first. And then we, we create the variation. There we go. And then of course we're
going to add modifiers. I'm probably not going
to add comp modifier, but I am going to add
a noise modifier. Let's try it. Like a big frequency. There we go, look at that
with a big frequency in a bigger magnitude. I
mean, not that frequent. There we go. We're
gonna start getting this very interesting effects. Or the masstige
is just getting a little bit crazier and crazier. Careful with the density. We don't want to have a
lot of density because then it's very obvious
how we're building this. Just gonna be a couple of
extra hairs here and there. Like going for a ride. Pretty much. I do think I want to move them down
a little bit more. I don't want to be I
don't want to point them or push them too far up. I was wondering to go in slightly increase
your directions. As you can see right there. It's gonna give us a more interesting effect
on the mustache. And you can spend as much time as you want here doing all of the breaks and all
of the stuff for the, for the character. Now, let's say we want
to see the render again. Make sure to go preview
output Render Arnold Renderer on both of them. So renderer, Arnold renderer. And we need to grab the
descriptions this guys right here and assign the material which in this case is
the standard here. It should change color, which is a good indication that we're doing things properly. This guy, of course, we hide
it. We don't want to see it. And we can bring back all of the other elements including the render elements. And if we go to our Shotgun, I got my shot come here, panels that to select it. Let's go for a close-up
because this is the area that we're
gonna be working with in the next
couple of videos. Save real quick. Again, this sort of
systems are quite finicky, so it's very important
that we save frequently. We're getting an error.
It seems right here. We're seeing box filter,
okay? It's there. We might have forgotten
to do something. So here I'm just going to
redo that and redo that. There we go. So just read, visualize this to get the
new sample and look at that. They really, really,
really cool mustache. Look at how nice
the shadows look. This is a cool thing about using fibers instead of
cards that you get a very natural like effect on
the shadows and everything. So in general, you're gonna
get a very nice effect. Now here I'm definitely seeing things that we can improve. And for instance, I want to
go to the mustache base. I'm going to go to the
modifiers and the noise. I'm going to increase
it a little bit more. I want to, I want to
live in more nice. If we rendered now, the mustard should be there we go
a little bit crazier. Supposed to be like
a war veteran. He doesn't care about
personal grooming. And that is it. I'm also seeing that
this thing right here might need to be
pushed a little bit up. So I'm going to push
it up, re-sample that. And it's pretty much
like if we were pushing up the mustache. So that's a little bit
closer to the nose. Now that looks a
little bit weird. Maybe that's too to let
let me go back there. She think that was
looking fine then. I'm a little bit concerned about this empty space right here. I'm going to have to go to
the mirror and see my own, my own notes to
see how far we are from the actual element. Maybe just that. Almost nothing. There we go. That
looks interesting. So, yeah, that's
pretty much it guys. So now we can start
working on the beard. I'm going to jump into the
blocking of the beard. And the beard is going
to be a little bit more interesting because
if you remember, we do have or we did have
some very specific clumps. There was a lateral
clump in a forward com, so I'm going to try to keep
that a little bit more. We're going to try
to work a little bit more with that
sort of clumping. Okay. So yeah, hang on tight and I'll see you back
on the next one.
84. Beard Block In: Hey guys, welcome back to
the next part of our series. Today we're going to continue with the hair, with the beard. And this is where we left off. There was 11 more modifier, the ones show you, and this is called
the cut modifier. And sometimes you're
going to have certain hairs that are
gonna be cut so that right now every single hair measures the exact same
distance and that's something that you might
not want all the time. So what we can do here is we can go and add something
called a cut Modifier. By default, this got modifier cuts a random
distance from 0.02, 0.2, which is great because what we can
do here with this is we can increase this
to a 0.5 for instance. And we're going to have
some really short ones and some really long ones. I'm gonna go to the
massage breaks as well. I'm going to add
that cut modifier. And this one's gonna be a
little bit more aggressive. I'm gonna go random
from 0.02, 0.8. So for some of them
are gonna be really, really small, like
this guy right there. And some of them
are gonna be late, we're gonna be kept longer. That's gonna give me a
very natural feel overall. Remember that anytime you can also change a couple
of the density, I think a little bit more
density on the brakes is going to be a good
idea in general. And we're ready to start
working on the beard. So I'm just going to run through this fear
attachment again. Well, let's again grab all
of these guys and hide them. Let's hide the render
elements for now. And I'm going to grab
this guy right here. Description, create description. There's gonna be beard, base. I'm going to hit Create. Again, placing and shaping
guides create the beard. If you remember, it was this very big bundle
of hair on the center, similar to this guy right here, that would go into a
little like a bundle. And then from there
there was a metal bid that we could then proceed. The problem with
the metal bit, it's not that difficult to add. We can just add it. I actually have the right
topology model there. But the problem is that on
the reading side of things, this guys right here are
gonna be attached to the two. Dislike it like floating
piece of geometry. The part that goes from the
little bundle out would need to be attached
to the little to the little metal beat. And then that little
middle bead will need to be extremely specifically or very
technically rigged to the whole character so that
everything moves normally. And that is definitely a little bit complicated to do for this, for this particular course. So now that we have
this new attachment, we can, or we have
this bird beard base. Let me go. Let's isolate this. There we go. You should
be able to place some guides and we're
going to place one there, one there, and one there. And this guy, so
we're gonna be using, so I'm going to use
this control point. Just push it down. How far down? It was really, really
big like this. We're really want
to push the beer, like poof it up and then
kind of like faded down, kind of like an
S-shape like this. We're going to grab
this guy right here. We're gonna
do a similar thing. We're going to pull it out
to the side like this, and then the tip is going to come back
towards the center. So we're going to have
this sort of like like puffiness of the beers. Same for this one. Move this, we know
that tip is going to be like getting closer to
the character, to this part. We can make this slightly
shorter, that's fine. And this one's gonna be
puffing out the side. Then just coming back like that. If we tried to see
an edge like a, like a basic overview. As you can see, this is not bad. It's actually
really, really good. It looks quite, quite nice. So let's hide the guides for an hour actually,
Let's hide here. And I'm going to start adding
a couple more guidance. So for instance, I want to have one like lower guide here and then little
lower guide here. And I want to make
sure that this are a little bit shorter. So they're going to get
here and for instance, this one that kind
of want to push it to the side a little bit. Same for this one. I'm wanna go out. But they also want to
pull them out like this. There we go. One more
right here on the center. That one's pretty much
straight and I want to keep that one
straight like that. And then usually on the beard, if we take a look
at the reference, Let's see what reference we have this good like
this guy right here, there's usually a little bit of extra beard right
here at the center. And then at the sides, like usually get this to empty spots at the
sites of the beard. You can see it a little
bit right there. So I'm going to add
one line right there. Then I'm going to make
that really, really, really short compared to the, the rest of the beard. So it's not gonna be super short but is
going to be shorter. Right? Can push it up. That. And then we're going
to add a couple like here and here, which are
gonna be the silence. And as you can see, those are
already slightly shorter. Because as we've mentioned previously, the way this guy to, or being creative, you
generate things and they kinda like look for the
average of all we have. So we get something like this. Then add one more right here to help with
that center line. To push some of the
fibers right there. Let's take a look. So not bad, not bad, but still we need to, to
work a little bit more. Of course we're going to
have way more density. It's a good idea to check how what's the density of the
moustache. So that was 49. So that's probably what
we're going to have. 49, which is quite a bit, but it's fine if it's a little
bit too much with them, of course, like minimize
it a little bit more. Something like that
looks, looks interesting. Now let's start throwing in, let's say real quick, and let's start throwing
in some modifiers. I'm going to throw
in a clump modifier, which is gonna be really,
really important. So clumping, we're going
to set up the maps. Let me try generating the maps and see the result that we get. That's not bad. I actually like that. It looks really, really
nice because we do get the effect that we're going for. And let's add a very
quick noise modifier. Frequency 5.2 or 5.5. Here we definitely need to
add more modifier CB counts. We're going to add ten. And as you can see,
that's going to increase how this is working. Straight leg frequency of ten. Let's bring up clumping
down to like 0.50, 0.7, maybe a little
bit too much here. So I'm going to lower the
density a little bit on the, on the modifiers on the noise. You can see that the root is
not getting as much noise. Let's, let's push the root up. So we also get some, some nice Honda roots as well. And maybe not so
much on the tip. So I'm going to reduce
the noise on the, on the tip because
of the clumping. Same thing here for the comp. Remember we can tweak
this thing around and modify how much clumping
we want on the root or not. I do think I want to have quite a bit of
clumping on the root. So we do something like that. Definitely need more noise. I think. It looks a little
bit more interesting. It's a little bit
too much though. High the hair for now. I'm going to start moving
some control points because I don't love the
shape that we're getting. There we go. It looks
a little bit better. Just like this big,
big like care stuff, like this one for instance. I'm going to move the
control points up. So it sits on top, a little bit closer to the top than the rest of the elements. That point where there might
be a little bit too crazy. So let's bring it
down. There we go. Of course we're gonna
go to the primitives. We don't have any sort
of thinness to it. So let's add the
taper that we had. It was like point
a or something. And the width, let's
make a little bit wider. That's going to start
giving me a really, really interesting look in
effect overall for the beard. The cut modifier definitely going to be important
for this one. So let's add a cut modifier. Let's do random 0.02, 0.5. Now I do want to increase
this a little bit more. And we need to paint our
density mask because right now we're getting
like a beard everywhere. That's not what we
want of course. So let's grab this guy
isolated for a second. Say real quick again. We're going to add a map, black. We're going to call
this beer base Create. We're going to paint. So I want all of this area. You still look like they
U-shaped that I was mentioning. We're gonna go really high
all the way over there. Like all of this section. It's gonna be the beer
section that we're going for. All of this area. Here we go. Besides, we're gonna do with a different description again to just get a couple
more control. Let's save. We go out here and we check. Look at that, look at those beautiful effects right there. Cool. I really liked that. I really, really,
really like that. The only problem
than seeing though, is that the mustache and the beard are
really separate it. So here we need
to start thinking about how we're going to
solve that fact, right? We can either add a couple
more or we can paint a little bit more on
the the element here. I think we can maybe increase the density going
closer to the mustache, maybe even include a little bit of the musters right here. I am going to leave
those empty spaces, but not as much. And we're going to include a
little bit of the mustache. If you remember that if you make a mistake and you paint something
that you don't want to, you can go back to the
black and just paint that. Painted back. Go and safe. Don't forget to save. If you don't save, it's
not going to update. Okay, so there we go. Now again, as I mentioned
in the problem, if you are one of the problems
that we have is that this is not like the both
elements are not like mixing together that
the monster is really short compared to the beard. So either we push the beard
up on the guide themselves. Either descriptions here. So we can start pushing
this guy's a little bit to degenerate a better
connection with the beards or Where we go to the mustache. Let's go to the most touch base, which is the important one. For instance, we can
increase the length. By increasing the length, we're
going to bring them down. However, by increasing
the length, I'm also seeing that the guides are like really
far away or far out. So I'm gonna grab the guides, just bring them lower and
closer to two, the whole thing. So when we see the character, kinda like hiding the
math a little bit, right? It has to, has to make sense that it looks
a little bit better. Things are like welding will be better or modifying themselves
a little bit better. I'm gonna go back to the
mustache or the beard base. Tie this instance,
this guy right here. It's definitely bring this up. So that helps with
the unification of the beard and
mustache, right? Something like that. There we go. Now Beth. Beth, as I mentioned before, you can grab all of them,
go into control points. And you can even use
like soft selection. And it's going to move
everything at the same time. Royalty of things and just play around with them and
we're going to get the, you can see that this
thing right here is a little bit more intense. Doing more traditional
grooms right there. To help with the overall shape. That's looking quite
nice. Let's do a test. Let's save this real quick. I'm gonna grab their
beard base, right-click, assign existing material,
AIs, hair, preview output. We're going to say Arnold
renderer. Do a quick refresh. Save again. Let's do, let's bring our
render elements back on. And even we don't even need
the rest of the assets. Let's do a quick render. Something's not working
here, just refresh. There we go. Not bad. Not bad. I still I can still see a
little bit of that division. I don't love that division. So that tells me
that we need to do something in regards to that. And it can definitely see a
little bit of the characters like it's visible there. It looks a little bit weird. Maybe. I'm going to continue
with the next part, which are like the size of
the shapes of the element. Because as we've
mentioned before, with little thing is
in regards to 3D, it all has to do with
the context, right? So if we don't have
the rest of the beard, it might be a little
bit difficult to identify what parts of the
year do we need to fix. But that's a blocking. I think this is working
perfectly fine. I'm going to be stopping
to be right here guys. And then the next one we're
gonna do, decide to beards. So hang on tight and I'll
see you back next video.
85. Side Beard Block In: Hey guys, welcome back to
the next part of the series. Today we're going to
continue with the site beard and sorry, we're gonna be following
in a very similar process. We're just going to grab
our hair attachment, which as you can see, every single part, like
all of the collections that we're doing so far are attached to this specific one. And that's important because we, we usually want us
few geometries as possible controlling
this sort of stuff. So I'm going to grab
that guy right there and we're gonna go to descriptions,
create a description. And this is gonna be
called Side B Earth. The only thing that would
change his placing the guides, so we say Create, let's isolate. Let's go to Place guys, and we're going to have 12345. Let's start with
five. We're gonna go this control
point right here. And we're going to start
modifying this guys. Let's get rid of soft selection. And you can imagine
that there's gonna be, some of these guys
are gonna be way, way longer than the others. Remember that this
part of the beard on the concept being
quite puffy as well. So we can play around with that. They're all going
to collide into a little bit of a buckle. And I call it the buckle
because in Spanish, we will use a word
called a booklet. But it's not the buckle,
it's a lock lock of hair. That's the proper
proper English word. We go here. Here. Here, which is a little bit with
the silhouette of the curves. There we go. And usually this guy right here, It's like the sideburns. Remember that we're still
going to add a breakup or like a break your patterns. So we get the main ones. That should be good.
Let's take a look. Yeah, it looks quite nice. Let's just keep playing with
the lengths a little bit. And I don't want to have
this big mass right here. Let's add one more right there. We're going to use this one to really push this
guy up a little bit. And it should go around the main mass of
the beard, right? We also want an organ
increase the density, of course, quite
a bit of density. And we can of course
graph the guides. This, this guides. And let's mirror them. The other side. Now we get some crazy
here up there that's, that's again expected
because it's hanging to the eyebrow shapes. And again, it's a
little bit expected, but we're gonna, we're gonna be fearing though sadly
just a second. So one thing that I'm a
little bit concerned about is that we don't
have as much here. And I'm not sure if it's
because of the seeds, because of the geometry. So I, yeah, there's, there's not much
we can do there. That means that he has a clean, a clean shape here. Now, we might be able to bring more geometry later on or to create a different
geometry to attach it to. But this is one, this is a mistake on my part, like I should have added
a couple more faces there so that we could play around with
more of this guys. Well, let's taper this guy's a little bit because
the width play a little with the
like the tip shape. And let's paint
our density maps. So I'm gonna go
here, create map. Well God called this side beard. We're going to start
with black create. Let's isolate so we know we can see here and I'm
going to grab all, like we definitely need as
much of this room as possible. We're going to go up all of this section right
here and even going a little bit into the
into the mustache. Maybe not as much here
on the other side. So like right around there. And of course we need
to do cut on this side. Being very careful not to
grab anything near the eyes. One that black color. Here. We go. Save. Now we check this
thing right here. Should only be
appearing right there. It looks good. Let's add the modifiers. This is gonna be you definitely
way messier. So I'm going to add a noise
modifier straight like a 10.5 on the primitives. We're gonna give
this ten CB counts. Little more density. And we're going to clump this. So we're gonna go here. Then another modifier, clump. Okay, set up the maps. We're going to use degeneration. So we get some random facts. I want the one that tips
to be S like clumped. I want to pull it
up a little bit more like this code right here. It makes for an interesting, an interesting
character. I would say. We definitely want
more noise here. So let's go there. I'm going to add or grab
some of these points. What? I kinda want to move
them back a little bit. And I want all of them
to be going forward. It's not like he had
he kinda like has like a couple of different
layers there on the hair. You can now see we can
blend this together. Now. We're, now we're talking, this is what I mentioned
about the context, right? Like now with this context, it's a lot easier to see and to understand how we want to blend every single part of the character that's already
give it the proper material. So let's give it the AS ten their hair so we can see
it a little bit better. There we go. Now again, we can go to there. Control vertex I, this
the render things can freaking me out off the
south a little bit more. So there's really push us
up for this guy right here. Push it up a little bit more. Same for this one. Up. There we go. You can see it's clumping
and it's giving us a really, really nice read again,
let's take a look at how we would see
this from the back. It's not bad, not bad. It's definitely like
clumping a little bit more to the forward to
the front side. So that's great. We can push this
down a little bit. Or some of these guys
just down there. This very interesting
old man look overall. So yeah, that looks good. You can definitely see
the main shapes of the of the beers like happening. So I'm really happy with that. See, you didn't context. Careful here with the overlap. So let's go right here. I'm going to push it up. You have to see the root of the hairs for it
to be displayed. If I do this and I
tried to see this, you're going to see some of them disappear because only what's visible is what you like,
what you actually see. So be mindful about that one. Yeah, So I mean, I was thinking that
what we're going to spend a little bit more
time here on the side, but on the site beer, but it actually looks
quite, quite nice. I'm going to use a little bit
of this one right here too. To hide the back. Maybe add a little
bit more density. It's also going to help to give the beard a little
bit more volume. This looks really,
really, really good. Definitely looking
quite, quite menacing, Let's say real quick. And let's give it a
shot on the render. So I'm just going to grab this guy preview
Arnold renderer. And let's update
this a couple times. Arnold render. Update. Render again. There we go. Yeah, so that's looking better. I do feel like the code
right now is very clean. Now this could be
that the noise. Remember that the
nursery is doing its thing and it's trying to simplify the hair and the
closer or farther away you are, it just says it's
like a big lump. If we get closer here,
You're going to see how it's way, way
more interesting. It looks too interesting. Really, really cool. I'm trying to see
what else we can do. A little bit more
noise and the cuts, we definitely need
to add some code. So I'm gonna go here
to the modifiers. Let's add a cut to
cut element 2.5. And let's go to the noise. And I'm gonna, I'm gonna give
more noise to their roots, a little bit more to the roots. The beard and also
on the beard base. So on the noise, actually that one does
have quite a bit of noise with the mustache
must touch base. Yeah, just a little bit
more noise in general. So when we see it,
it's not as nice. Little more crazy
looking. There we go. I feel like the masstige
is a little bit long. So I'm gonna go to
the base, must touch. And we're going to
bring the base or the length down a little bit. Of course it's going
to show a little bit of the mouth brother. So a little bit weird. I don't want this to
be like too much. Also density wise, I
think we need more noise. It looks very soft and
decides, you know what I mean? There's another modifier
that could work here. Let's try it on the beard base. There's some modifier
called the coil modifier. And that one will,
as the name implies, tried to give you like
a like Kirby here. So it's going to really, really, really, really mess up the hair. See that giving us a really
like a crazier effect. And you can see
how it's affecting the tip or the root over more than other parts can
play around with this thing. Could give us a crease you're looking for you
because right now it looks a little bit too clean. It's easier to clean because it looks really good
here in the preview, but then under rendering
gets a lot softer. So let's give it a shot with, well maybe the breakpoints
might help because we know like the
masstige looks really nice because of
this breakpoints. And right now I think all
of this like sections on the character. They look good. It looks a little bit
to, to like uniform. So yeah, we need to keep again, Let's move with the
context because we had a really weird looking
beard, like a central beard. When we added the side
view, it looks better, but now I think we definitely
need to add the eyebrows. Once we do the eyebrows, we're gonna be able to do the break points for
pretty much everything. So let's do the
eyebrows next and then we'll keep tweaking face thing to make it look even better. So yeah, hang on tight and I'll see you back
on the next one.
86. Eyebrows Block In: Hi guys. Welcome back
to the next part. Today we're going to
continue with the eyebrows. And the eyebrows are also
one of those like EC parts. One of the interesting thing about the fibrosis
that they have a specific direction that
we're going to have to follow. So yeah, let's do it. We're gonna go to again our thyroids hair
attachment here. And we're gonna do another description,
create description. This are gonna be eyebrows. Eyebrows are not going
to have breakups. They usually we don't
have so many eyebrows, so we don't really
need the break-ups. You can add them, of
course, if you want, which we're just going
to call this eyebrows. We're going to isolate
this case right here. And the eyebrows usually
start at this point. I'm going to start with four. I'm gonna do 1234. Okay? Now the interesting
thing about the eyebrows is that again there
is a direction. So this iris tend
to go up like this. They don't, they stay
really close to the head. They don't go as, as far out. The last eyebrow is really interesting because
it goes down. Stars like going down
due to the direction of the skin and the
muscles and everything. So it's going to
start going down. And then the remaining
there kind of like a, like an interpolation
of all of them. So this, this this is gonna be
the most intense one. Just gonna be going up. And to the side. Can they tend to remain close to the
character like they're, they're not gonna
be flying away as, as intensely as
other, other hairs. Something like this. And this one also
becomes shorter as it keeps moving forward. It becomes slightly
shorter and shorter. Like this. Let's
try it with that. Of course, if we do this, that's not bad, but we
definitely need a map. And the map we're of
course going to need to mirror this guys. So I kinda wanna
just do one first. So I'm gonna go
here, create a map. Lack create paint. We're going to start here. We're gonna become
narrower and narrower. So as we get to this final part and then
become narrower like that. So actually a very, very clean shaven, very
nice-looking, safe. We go, definitely going to need a little bit more density. We can start playing
with the values. So taper root, this
guy right here, I'm gonna give this
quite a bit of a uniform points or CV points. You can see how nice
this looks like a, like a very combed eyebrow. So I'm going to play a
little bit with this thing. Just like modifier. We don't need it to be
super, super clean. We can move it out of the head third of the
face a little bit more. And I don't think we need
to clumping for this one, but we definitely need a noise. So we're just going to
add the noise here. Now the frequency
ten, frequency five, magnitude to play around with this wants to get some creepy looking a little bit longer. And the cut, the cut tool is
gonna be really important. So on the modifiers, we're going to add a cut
tool or he cut the modifier. This one's gonna be quite heavy, so we're going to have
some really short ones and some really,
really long ones. Even that one right there,
it looks really cool. So yeah, now we can
of course graph the guides to the eyebrows
and grab the guides in, mirror them to the other side. But if we render this,
nothing's going to happen. Why? Because the map
that we initially painted is not there. So we're going to have to
paint a similar map over here as close as possible
as you can get it. And we save. It's gonna give us both sides
like properly laid out. Yeah, We go really helps, right? Why the change? So
let's grab this guy signed the standard hair
material, the eyebrows. And whether you need
to assign the material to the description itself, Let's say real quick. And let's go to the
previous outputs. Ordinal retro, cool. Now, if we go to our camera
and I use this panel so to select it for like a
tree quarter view, it's very rare that you can see the character from
the fronts are like a three-quarter view is usually the most common shadows
you're going to get. Go for something like
this. Say real quick. And let's throw in the render. I'm sure that the
first render is not going to appear properly. That's part of the process. Let's try perspective. Let's try camera shape
one. There we go. Yeah, so we just
need to update this. And that should be there we go. That looks way better.
Yeah, there we go. So now as you can see with
thanks to the eyebrows, were actually getting
something that looks a little bit
more interesting. So again, contexts, this is why context is so,
so, so important. Now what we can
do here is we can definitely increase the density. Medium a little
bit more populous. I'm going to increase
the length as well. Make them a little bit crazier. Let's see how that looks. I think that might
be a little bit too much on the length side. Maybe a little bit too
much on the density as well. There we go. A lot, lot better. Feel like we can make
them a little bit thicker on the density map. So let's go back to perspective. Grab this guy and paint again. I think we can
paint a little bit more here on the upper side, maybe even a little more
on the underside as well. Save, there we go. Raise here looking
hybrids there. That bath. Get out of here. This a shot. I think they're a little bit hi. Did you guys think I think it should be a little
bit lower here. So what we can do is I
can add another guy here. I think we're
running into a very similar problem now
that's fine actually. But this new guy,
let me go back. And you reuse this one. So I'm going to go to this
guide and make it smaller. Waist, smaller.
Same for this one. Usually you start
with small eyebrows. And then they get
bigger and bigger. Also going to push them
out a little bit more. Same thing here. Just push
them out a little bit more. I might throw in a
clump to be honest, because I think it
might look good. So we're going to
clump the maps. Let's do generate. I
don't want to use guides, but I'm going to increase
the density a little bit. So we get more of those guides. And that way we get a
couple of more comping as you can see right there. I want as much clump under root. But yes, on the tip. Again, it's all about
like grooming this. Making things look as nice
as possible. It takes time. With everything. This takes time. Grab your guides
and push the hair to where you need it and where you want
it so that you get the, the result that
you're looking for, that it looks a
little bit better. Let's take a look at the Render and not bath with
crazier eyebrows. Now I think the map's
a little bit too big on the upper side. So again, I'm going
to go back to the primitives,
the paint section. Let's remove a little bit
of density on the top. Safe. And we'll check them out. Let's paint again
because it seems like we take couple of
points there. Safe. Those crazy hears. It will
look like crazy hairs, but even those could
be an interesting, an interesting
characteristic to that guy. There we go. Those
look way better, way, way better, really close. Nice. Let's go to the camera. Let's take a look at
the full shot here. When the acts into the game. If we analyze now. Lecture is looking
quite, quite nice. That beer, right?
They're not bad. I feel like this guy right here is a little
bit too straight. I like the puffiness of this, but I'm going to go crazy now. Now it's time that
we can start like a modifying some of
these guides again. So let's go to the site beard. Let's hide this guys. And I'm going to start grabbing some control points here and
really pushing them out. Remember how we
mentioned that if we exaggerate the
placement of this guys, we're gonna be creating a
more random sort of thing. Like a crazy beard here. Now here I'm gonna be
careful because we do have the score. So I'm guessing the score
with sort of like control, a couple of things like those, like thanks, just like pushing
the silhouette in and out. Like that's a, that's a
good way to add visual, visual interests as
we'd like to say. Even some of this guy's like, once I'm there on
the main years, Let's go to the main beard. Then also play a lot with
here on the a side view. So we start getting a, a
crazy or increase your beer. There's one right
here and let's go to the side, period again. Kinda want you can press Alt to as well. All too will hide
everything except for they will have
all of the geometry. So if you're having
issues like a ham, altruistic good
way. There we go. So we push this one out as well. Make sure it makes sense though. You don't want to be like
a comb being this thing in a way that it makes sense. So just imagine how this
would accommodate itself. Like this guy right here. Again, that guy showed up giving us this very scraggly, sort of crazy be earth. For the mustache,
twirling moustache. I really like how it's looking, but I do think I want to add
a little bit more variation. Push. Some of this guy's up. The blends in with the, the rest of the character. Let's say real quick. Give it a shot here
in the render and see, let's compare this. So this was like no change. We're render lot better, I would say a lot better. Now here I think that the
noise is really, really, really like hiding
a lot of stuff, but we're going to need a way, way more resolution under
Render to be able to see it. So as you can see, there's a lot of interesting silhouette
and thanks Bye. The thing is like definitely, definitely hiding a
little bit of that. I'm gonna show you
something really cool here. I'm going to bring
the sky dome light. Give the scale back to one
so we can see it. Right now. We have a very intense
light here on the front. What if we move
this to the side? So we have a site light
on the character. Things are going to
look really different. This is one of the
other things that I mentioned and frequently about presenting your
job or your work. It's not the same to have a super intense light coming from one side than
seeing it from, like from this
perspective where things are a little bit more intense. Here if we turn off
the noise, Sir, Yes, We're gonna be able
to see the character. It's going to look slightly,
slightly different. So, yeah, I think, I think
we're in a good position. I'm going to stop the
video right here, guys. And in the next one
we're going to add the breakup because one of the things that I'm
definitely like a little bit worried about this, all of this empty area. And I think we would benefit
from having a really nice, it really nice break
up there for that, for w. So hang on tight and I'll see you back
on the next one. Bye.
87. Beard Breakup: Hi guys. Welcome back to the next
part of the series. We're going to continue
with the beard, a breakup. And I'm going to try
something slightly different here because
as you guys remember, we don't have enough geometry. I made a mistake and
I'm going to show you how I could fix it or
how we can fix it. So I'm going to grab
this guy right here, the, the main character. Let's isolate this
guy real quick. I'm gonna go to the
right view again. I'm going to go into face mode, grab our Lasso Tool, and I'm going to grab a
little bit more of the beard. So all of this area right here. Then I'm going to de-select
the mouth because I don't want to have breakup there and probably
deselect this thing. It's mainly the, the, this outside part of
the beard that we want to add a little
bit of breakup too. Something like this, I
would say maybe even like a couple of faces. Like those two guys, maybe this guy's a little bit here, might not be a bad idea. Then I'm gonna say a mesh or
Edit Mesh and a duplicate. What I will do as
the name implies, it will duplicate the mesh. So we're gonna have words, the hills that there we
go, That's what we want. So this intersection
right there, this extra one we don't need anymore and it's
one-to-one that we need. So what I'm going to
try to do here is I'm going to grab the attachment
and this guy together. I'm going to try to find which
ones we are missing now. I'm not it's not that
big of a deal if we have two caps like usually
when you have like the hair cap and the bureaucratic like
it's not a problem. It's just advisable that we
don't have extra geometry. So if we could have selected the proper geometry
from the beginning, we would be saving ourselves
this little bit of a hassle. Now, I don't want to
combine these meshes. That could be something that
you guys might be thinking. I was like, Oh,
let's just combine them and it's going
to be a single mesh. But the problem if I do that, is that we might get some
weird artifacts on the UV map through because they're going
to be sharing uv maps and the black and white
masks that were painting might
generate an issue. So I'm just going to call
this beer break attachments. There we go. And we're
going to shift P to get this out of the main place. And we're going to get
this right there we go. So of course that one there, it can remain right there
or we can send to a point, just make it a
little bit smaller. So that's inside
of the character. Again, that's gonna
be a hidden geometry. So not do we really don't need to worry
too much about that. We're gonna go to XJ
and we're going to create a description,
create description. There's gonna be beard, breakup and he's gonna be
on the thyroid collision, placing and shipping
goods to create the now of course we
can create some guides. So a couple of guides here, and that's gonna be a shorter beard is going to help us to, again break up this like weird patch that we
have right there. So let's turn off this
thing right there. And I'll go into L2. So we can select the control
points. There we go. So we went to follow a
very similar like you very similar road as well. We have on the other ones, on the main ones. But we do want to
make this thing a little bit crazier, right? It's gonna be the ones
this guy is we're gonna be using to, to fade the beard. And this are going to be shorter as you can
see right here. Your gonna be quite, quite short compared to the other ones. So it's another
important information, this bottom ones are going
to be longer though, like this guy's can make
them a little bit longer. Because we're gonna be using
them as a blend information. So something like, there we go. So now if we take a look, this
is where we're gonna get. Of course, we're going
to have to paint a mask. So let's select the
beard break attachment. We're gonna, we're gonna
assign a Lambert material. Remember this is very important. We're going to assign
the Lambert material so that we can paint and we are going to paint black. Let's call this beard break. But anyway, all of this map
guys are gonna be there. They're being saved
on our folder. That's why the folder
structure is so, so important. Let's go with white. And let's make this thing
a little bit bigger. To pretty much all of these guys right here are
going to have the beards. All that's going to help
me for my break-off. By the way, I didn't
mention this, but you can actually
use grayscale. And if you use grayscale, that also works as a, as a mask. So you're gonna get it
are more or less hairs on that particular area. Let's save, let's give
this a shot. That's it. We're of course going to
increase the intensity. We're going to add some taper, the root tip bit thicker. And I'm going to select all of these guys and mirror
them to the other side. We can get this
very cool looking. Reduce the length a little bit. And here the magic
is going to happen, of course, with the, with the grooming
or the modifiers. I'm going to start
with the cut modifier. I'm going to go
really aggressive, is going to be 0-0, 0.8. So we get some interesting cuts. And then we're going to
add, of course, our noise, really intense noise with
this one's going to go into primitives and let's give
them more element there, maybe not that much noise. So I'm just going to
bring this back to a 0.5. There we go. Looks good. Let's sign or material
already so we can see how everything
blends together. Not bad, not bad. A little bit more. Shorter length, I think. Yeah, we go that's even better. A little bit more
density probably. Yeah, that looks good. The modifiers, let's
see how a clump works. So I'm going to add
a clumping modifier, set up the maps, generate safe, get some clumping there. Especially I want to get
a little more clumping onto the roots to be honest. That's it. It's something
that looks really, really, really interesting. Let's say real quick, go to the output, changes to Arnold renderer. And let's take a look. Let's go to perspective,
shape and render. Where's the first one is not
going to come out nicely, but the second
one. Look at that. So now by adding those like
that little breakup there, look at how nice that
we're starting to look. Now, we do get something
that looks interesting. The denoise or is
removing a lot of, it's simplifying a lot of stuff. So how can we get a nicer renders so that we see a
little bit more of the here, we need to increase the samples. So if we go here to
the Arnold renderer, we can turn on, for
instance, adaptive sampling. Turn it really high to like
2020 is really, really high. But that's going
to let this thing like process more
and more and more, give more and more time in
the more time we give it, the cleaner, all of these
things are gonna be resolved. The, the, the more detail we're going to get all
of this specific elements. So I really like how this
looks on this side right here. Front view. It looks really good. I think making this
guy's a little bit shorter might not be a bad idea, even going to help
break the whole thing a little bit more and maybe
a little bit less density. We can see the
connection points. I kinda want to
add a little bit. They're like, I know sometimes beards don't go all the way up. A little bit more density there. That makes sense to
me to be honest. One thing that I'm
definitely noticing is the fact that texture wise, we could have a little
bit more darkness there, like a little bit
more blemishes and shallow because you
can see that even though we do get a very nice, very nice transition there, the texture is not
really helping us much like if we can dark in that area a little bit more than we could get something that looks a
little bit more interesting. I'm going to change
the, I'm gonna go to my shotgun actually, because the shotgun should have the focal length is
silica 55 focal length. It's gonna give me a
little bit more of an interesting effect here. Kim. There we go. It's a little bit like Santa, but it's not bad. Yeah. So that's
pretty much it guys. Like with this, we've pretty
much constructed all of the necessary steps
here for our hair. Like all of the necessary
curves are ready. And now we can start
thinking about bringing this into
unreal and the like, just setting everything
up so that he looks so that we can replicate
what we have right here. Now, also keep in mind that the, the HDRI that we have right now, it's a very flat HDRI. I'm trying to think
what else we can do. I think the masstige is a
little bit too dense now. Makes it look really funny. So let's go to the
must touch base. And I'm going to bring the
length of the masstige down. Yeah, there we go. That looks a little bit better
because the masters was a little bit too intense. This is way, way, way better. It's like a shot
from a far upper elementary their airway go now we're talking that it
looks way, way, way better. Cool. So yeah, guys, with this, I would say I would call this a very efficient
blocking of the hair. If we were working this
in a production pipeline, we would spend literally
days working on the hair. Like it's not something that we can do it like an hour or two. But I just want to
show you the tools and the techniques that you
can use so that you can spend as much time
as you want on your own character and get it to look as nice as possible. But yeah, I like this
guy right there. Now we're talking, now, this is a character. Let's grab the light here
and I'm just going to rotate this so we have
more frontal light. You can see, we can appreciate the beard a little
bit better here. And I really like
how this looks, really, really, really
like how this looks. This left, I remember
that we gave you the sort of like cataract thing. Let me see if I can. I'm going to go to the cornea. There's gonna be this
AI standard surface. I'm going to remove the
transmission on that one. I'm just going to have
like a, like a broth, semi rough, white,
glossy like element. Only notice the white little bit darker gray color that I, now, I'm going to show
you one very quick thing here that's going to help
with the, with the character. And that's an extra
detail that we can add to the eyes to give them the
wetness that you sometimes get. So here it is. It's
very, very simple. I'm going to select
this inner eyelid that we have right
here, one right there. Then I'm going to delete
all of these guys. We only have the upper one. You usually get on this
only on the lower one. I'm going to select an
extra edge loop here. I'm going to duplicate again.
So Edit Mesh, duplicate. I'm going to push this
up just a tad bit. Or actually I'm going
to push this down then. And then just a little
geometry there. We go. That little geometry
right there. I'm going to extrude it up. We're going to create
this sort of like band on top of the element. Maybe not that much. I'm going to push this local translates a
little bit lower. There we go. This guy, I'm going to
sign the new material, Arnold, a standard. Let's get rid of the history. I'm going to call
this M tear duct. And this is just gonna be a
glass material pretty much. So we're going to
turn on to wait here and we're going to keep the roughness quite
high like that. So what that will do
might not seem like much. Of course we're going to
mirror this to the other side. So X positive Y. What that will do on the render. We go for this or shot. It will add a level
of glossiness, little glossy level
on top of the ice. Right there. It's not loading. Let me close
that and open it up again. When it's new geometry,
you need to do that. We go only going to be a little bit more
visible on this side. That's hit that right
there. I'm going to, I'm going to actually modify the intensity of that light
little line right there. Let's go here. Let's a
little bit less roughness. As you can see, that's
going to add a sort of like a tear layer on
top of the whole thing. One way in which we
can like a fake, the fact that usually eyes
are a little bit wetter. This is a little
bit like a faceted. It looks a little bit like this, just that little
thing right there. We can even increase the
index of refraction. Remember we talked about
how that thing will generate a more like
metallic look, look at that. And now we get that
nice loop going around. It looks, it's going to
look quite, quite nice. We see the eye. There's always gonna be like a nice
little thing right there. That's a little bit
too much though. So I'm gonna go with my line
right here and we're going to push it in just a tad bit. That it's barely there.
It's kind of like that. It's kind of like the
tear that accumulates on the on the border of the eye
and that thing right there. Even though it looks like
a very simple thing, it just adds one extra
level of detail. Look at that, beared by
the way, look at that. Not fricking, bad. Not bad. Really looking cool for
this tyros guy here. So, yeah, that's
pretty much it guys. I'm going to stop the
video right here. And in the next one, I think we're going to start
talking about Unreal Engine. We need to create a project
and we need to get this. Now, I'm going to preface
this by saying that since the Unreal Engine
project is really heavy, I'm not going to be able
to provide it to you. So I'm gonna, I'm gonna try to make the steps as
always like very, very simple and thus
easy to follow as possible so that you
could do it on your own. But Unreal Engine is one of those things that you're definitely going
to have to do it like per your what's the word on your own computer and stuff like that because the project
by itself is like 8 gb. Okay, so, yeah, I think this is the end
of chapter nine, guys, we've finished the eyes and
we've finished the beard, is looking quite nice. Like imagined that this is a cinematic shots from the game. This would look
really, really cool. We're going to talk
about rendering. Don't worry about that.
But yeah, that's it guys. I'll see you back
in the next chapter for Unreal Engine
and presentation. Hang on tight. And I'll see
you back on the next one.
88. Four Patches: Hey guys, welcome back to this. Next are the final chapter nine. I almost forgot about the very important one which
was the first patches. Now, this is something
very common. They just opened the
scene again and you can see that we're
missing all of her stuff. Don't worry, just go to
each individual element and when you go into
the action element, you're gonna be
loading in all of the stuff just like
that. There we go. I remember that we can
change this to until map so that we can see
colors a little bit better. And we can, of course, it started like hiding all
of the guides if needed. So for instance, I love
this guy's can again go to each individual element
and just hide the guides. And that should give us a relatively better,
better look overall. There we go. So for the patches, Let's
start with this one. This is the one of the
most important ones which has the third
pouch that we have underneath the big scope. So patches are one
of those things that we, we need to think about. We can't do the same thing
that we did for the character. But that's not really a
problem because in this case at this big elements
like discursive stuff, those are gonna be
holding the masks. So I'm gonna grab
this guy right here. I'm gonna go into X Gen Bu hip right here and we're gonna say description, create description. This is going to be called shoulder for and we're
not going to have breaks. It's just gonna be one shoulder is going to be placing in controlling and we're
going to hit Create. There we go. So the main
blank lines that we want to create is pretty much
the ones that we have here on the side thing. So something like this. I'm just going to
create a couple of them pointing forward. Of course. Those are the most
important ones. Of course we can
add a couple more, and this is gonna be short here. I'm actually not going to use, are not going to
modify things as much. We're going to try to
control it with this, maybe a couple of
one right there. It'd be one right
there. There we go. So now we generate, are
gonna get this very nice like furry patch on
top of the whole thing. We definitely want
to grab this thing and paint a mask
because right now it might be possible that we're getting like a lot
of paint everywhere. So we're gonna go here and we're going to of course create a map. We're going to call
this shoulder mask. Let's start with black create. Also will in this case, we are going to assign a Lambert material to this
guy for just a second. But at the end, this
is just to paint the mask and then we can
change back to the shoulder. So we go here, we paint, and we go to Options. Let's make the brush
quite big and white. So pretty much all of the
element here is going to have for all of these
guys right here. On the front side, of course. Like this. We save. We go out
here and we check. There we go. Now we can go back to
the material which was this was the upper props. There we go. Unless we
need to paint again, we can keep the
new material here. So what we're gonna
do here is we're definitely gonna increase
the density quite a bit. I'm gonna increase the length. And as you can see, it's
going to push the length directly on top of the elements, which is going to give us a nice effect and it's pushing out, which is what I will expect. The clumping modifiers, what we mostly are
going to be using, we're gonna go to the modifiers. We're going to use a clumping
modifier, hit, Okay? So the bump map, really
high density for this or like animal for you really want a lot of density. So
something like that. Well, maybe not that much. Depends on how many
elements you want. Probably, I think five might
be good enough actually. Let's do five and generate. There we go, Save. Now, we're going to really push the clumping of the effects
as you can see right there. And that's gonna give us
the desert like for effect. Right now it looks very stiff. First things that we're
going to do, of course, is modify the hair. We know this already. This is going to help us
with the overall profile of the firm and that we can taper
this as well a little bit. We're probably gonna have to, we're probably going to need a little bit more
density that you might expect on this
particular one. And I am going to go to
the modifiers again, I'm going to use
one called d bar. Let's just the force modifier. I don't think we've
used this one before. But the force, as
the name implies, will apply a force
to the whole thing. For instance, here is negative. So if I say this a two, or if I actually
landscape with a one, but if I say instead
of minus one, I say minus ten. Which should be
pushing this down a little bit more because
minus ten is negative y. Unless I'm missing something, I think I might be
missing something. Let's get rid of that
one. Let's add the noise. Of course. Just to give ourselves a little bit
of intensity here, 5.10. I'll probably tell us
a little bit too much. Listen to. There we go. Now, we can of
course go to some of this guy's control points. Just move a couple
of them around. Just to get some, some
more information here. Careful not to generate
as much overlap. And so what we're
doing right now, wouldn't it be tried
to keep it nice? It definitely want
this to be thicker. So I'm going to increase
the width of this, like for right there. Let's read this at
length a little bit. And I actually think we
have too many clumps. So I'm gonna go back to
the clumping setup maps. And let's bring this
down to like a two. Even like a one, because
it's an iterator, it's a really big surface. Let's save that. There we go. That looks a little bit better. That way, way, way better. We can remove a little
bit of the clumping, especially on the tip and have like not as much
clumping on the tip. The general sort of
like clumping effect. Everywhere else. That looks interesting. Let's go to the primitives. Let's try a little more length. And it's definitely
going to be heavy. As you can see, the, the amount of fibers that we have for this special one or for this
particular one, it's quite high. I'm going to add a cut modifier, of course, random all the
way to like a one or a five. You can go into like bigger
integrals by the way. Like a two. There we go. We have some
shorts and some long ones. Now, let's visualize this. Again. You have
to see everything to be able to see the fur. And I remember on the concept
that was quite, quite long. So we push this a
little bit more. It shouldn't be super, super long because then
it's not going to look like what we see
on the real life. Like not every single animal has that sort of
like super big hair. The clumping a clump. This guy's a little
bit more on the route. We can see the individual
elements a little bit more. It looks good. And yeah, let's say real quick.
On the collection. I'm gonna go to
the shoulder for, I'm going to
right-click and assign a new material Arnold
ai Standard here. And it's gonna be
like a brown hair. So let's go for sort of like dark brown hair or
something like that. And I am going to add a little
bit of melanin randomize. Of course, on the
action options, we need to check on
the preview output. The Arnold renderer right
there. Let's say real quick. Let's take a look at
the other render. Let's go to our render elements, camera, panels, looters elected. Of course, these guys right
here, we can hide them. We're going to say
Arnold, render. Let's see what we get. Just give this a
little bit of time. Very nice beard
for the character. You can see the
hairs right there. It's a really dark though. Of course we don't
have as much light, so that's a factor. But I would definitely make
this a little bit lighter. We can see it. This is also probably where I
would start adding some more lights
you into my scene. So I'm going to add
an Arnold light area. Light is going to be a
rim light rain later, really good by the way, you're going to see
how would this like, nice room like that
I'm about to add. Things are going to
look way, way better. Ten exposure there. Might need a little
bit more exposure. 15. Well, a little bit more. 18. There we go. Now, look at that. Some beautiful
effects right there. We're probably gonna
have to go to oxygen and just give it a, an update there. So at this thing
updates properly. That's it. We've got the third
patches right there. Thinks a little bit too thick. So let's go here and reduce the the intensity or
the amount of hair. It even more. I wanted
to be able to see like the strands that
might be too few. Let's try double
that. So like ten, I'm going to reduce the
width as well little bit. And that's why having
the other effect or the other element
was really important because by having the What stores? By having the leather
on the bottom part, we are going to be able to actually see what's
going on here. A little bit too dark. Then go to the
shoulder for again, maybe bring the
melanin even lower. Nope. Come online. You could
do it. You can't do it. There we go. So I'm not sure
what the thing is here. They can look at the
amount of hair, the amount of hair to me, it looks good. Maybe maybe what's happening here is that there's
a lot of shadow or some sort of like
conservation thing. Let's bring the length
in a little bit. On the proper side though.
Yeah, I'm on the proper side. I'm going to, I'm going
to draw something here. I'm going to go Object Mode, grab the light, and then
move it to the side. Rotate a little bit more
solid phases into the skull. I want to see. Yeah, it's fits there. It's maybe the it could
be it could be the what's the word the the noise her that's like since
it's very shadowy there, it's very difficult to see. But they can definitely
tell that there's something going on there. Let's bring this
back as a rim light. Was looking really, really good. You can see how much like rendering has
to do at this point. Now this is looking a little
bit more photo-realistic, thanks to the way that we're
placing delights and stuff. So yeah, that's I mean,
it works. It works. Okay. I think we can still tweak the material a little bit more, but it looks fine. Let's see what else can we do? Less melanin, less melanin, redness, less
melanin, randomize. A really white here, but it's not really giving me, oh, you know what else could be? Let's make this thing. Are
we refer by making it, we refer, there we go. Now we're seeing the
individual strands. So that was hitting
the roughness. It was, it was like
bouncing backward, reflecting the shadow
instead of the other thing. So let's bring a little
bit of the color back. We should be able to have
this very nice looking like that's like blonde. Let's go towards the browns. There we go. That one
looks really cool. And we increase the
roughness quite a bit. And the more roughness is
gonna be like a really, really dry hair look at that. That looks gray, that just
looks great. Perfect. So let's continue
on to the next one. We're going to go to
this one right here. Same deal. We're gonna go
to excellent description, secreted description
is going to be left or actually right skirt. Right skirt for. And we're gonna do a map. We're going to create a map. There's gonna be a lack map. Actually now that I think of it, I think I might have
made a mistake. Let's delete that description. Let's grab this again. Description, create description. Again, right? Skirt for lasing and shipping. And there we go. Create that because we don't want
guides everywhere, right? For this one, if
you guys remember, it was only like a
patch that we have. Like right around here. Around that area. We're of course going to
paint. You can do that. We're gonna get a little bit on that side and that we're
going to paint a mask. So I'm gonna go here. Of course, you need to assign the
Lambert material for now. Let's just say the number one. And we're going to create a map. Lack is going to be skirt, right, map or mask and
create. There we go. So this one, look at
what I'm gonna do here. I'm going to paint the
section of the element. And then what I can do
is I can actually go here and I can lower the
color to like a gray. So by doing this gray, we're going to create a
little bit of a gradient. And this gradient is
going to be important. I'm gonna go even darker. Because we want to have a
sort of like faith stuff where certain elements or are
more intense than others. Okay? Then I go
like really dark. Now, there we go. I'm going to save this. And what's going to
happen is we're gonna get less and less on
this side over here. And here's the
interesting thing. I can go to the length as well. Increase the length
a little bit for the whole thing is probably going to be something like that. And we can go to the
length itself and we can also create a map and it's gonna be the skirt length. Create same deal. Like I can just go here. I'm going to grab the
light color flood paint. And then I'm going
to start with white. So the longer elements
are gonna be here. And then like a middle value. It's gonna be after that one. And then another
intermediate value, it's gonna be like there. And then even darker. Finally, almost dark like this. We can save that. Save that. And we check
the elements. Not working. It seems like it's not working. We get an error though.
Let's see what that was. Part of path doesn't exist. Okay. It's weird. Paint. Now the paints
there, there we go. Save. Okay, cool. There we go. So as
you can see, the hair gets smaller and smaller. So we can play with the width, the length on the, on the density for instance,
or in the density. And that's gonna give us a
really interesting effect. The fours we're
going to taper this. I think my length is
really short in this case. And unfortunately we can't
push it anymore because we're now painting
this with white. And the white is kind of
like destroying that. They do believe we
have a modifier here which allows us
to do some stuff. Let's first do a very
easy clumping here. Generate safe. There we go. That's like the further
we're going for. It's too small though. And I remove this.
I don't think. Let's reset this to a slider. Like length of that we go, we're going to have
a value of four. And I'm gonna explain how
this works in just a second. But first, let's add
some more modifiers like the noise or two. To complete with
the clumping here. This a little bit
less on the tip. This looks a little bit
too fake right now, right? It's funny because it's all
of them are pointing forward. What we know, of course,
go here, hide this. I'm going to grab
all of the elements, go into control OR
gate control points. We can grab all of
the control points. We go to the front view and we can just kind of
like make them go down, can even turn on soft selection. Probably not as much. This they're going to be
going to different areas. And now this is going to
look a little bit better. With more natural,
mainly. There we go. The primitives. Thing is fine. Maybe a little bit more
density lengths way too much. So let's reduce that. You can see how we get
less and less hertz as we keep going. Now, this is what
I was mentioning. We do want to have the effect
that I was talking about how the height of the
elements are gonna be, it's gonna be reducing as we get further and further down. In order to do that, we need
to know what the length, the current length
is, and it's 2.95. So if I go here to this object and I tried
to paint another map, create a map. Map
resolution is fine. Let's start with black hole, this length skirt for mask. Create on the, on the
thing right here, the value here, this
value right here, we can actually set
this value to three. Okay? So it looks like white, but it's more
intense than whites. Okay, So it's, it's
a value of three. Then we go here again and
we go to a value of two, which to our eyes is pretty much going to be the
exact same thing. But to the computer, it will know that it's
a different value. We go back here again and
we go to a value of one. We're going to have
that right there. That's probably as
the smallest we're going to go that we save. If we save, should have
checked that we're going for. What? Why is it not working? Maybe this another thing that
might be happening here, and it's very common
again in computers, is that you sometimes
will get a, a clamp on certain values. So it seems like that's
what's happening here. Let's try a value of four. So this was mainly a way or I wanted to try and do this to save myself a
little bit of time, but maybe we're not gonna
be able to do that. Let's take a look at
how this looks here. So I'm just going to grab
the rescuer for sine, the exact same material, the center here to
say real quick. We're going to run there. This would run
there are no view. Throwing the render
from perspective. Stop, reset, and
then do it again. There we go. So yeah, it's not bad as you can see, this for patch looks way better. It's very nice. I like the clumping that
we're getting there. It's quite, quite interesting and we are getting this
sort of like faith, so the leather is
losing some strength. I'm gonna grab this
guy, of course, reassign its material,
which is the belt. And if we do another render, should look very nice to
have this sort of like for patch coming from
this specific area. And the allowing us to, to just see the effects. Not bad as you can see, it still looks quite nice. But it's not as precise. So what would be
the solution here? We need to grab each individual, like little strand right
there and give it enough, like make them
smaller, start with a really long ones and then go for smaller well,
with the guides. Because right now since all of the guides are the same size, when we use the length modifier, it pushes everything
at the same side. So I'm going to do that off
camera real quick just to fix that and we're going to
properly do it on this side. For the next one, we need to do this
one right here and we need to do a full
picture right here. If you guys remember, there was a little
bit of fur coming from this area rate,
right at that point. But as you can see, it's
looking quite nice like just by adding those extra little
details on the character. Again, it's helping with the context and making
sure that everything feels unified because
there's more materials that are playing with each other and creating some interesting shapes and elements. So yeah, hang on tight and I'll see you back
on the next video.
89. Fur Skirt: Hi guys, welcome
to the next part. We're going to continue
with the skirt and we're gonna do
it on this side. Now we're gonna go to the descriptions,
created description. And this is gonna
be the left skirt for placing any shipping
guides and create. So what we have are the problem
we had on the last one, and here's how to solve it is we're going to
place the guides. We're gonna do 123456. Okay, that's gonna be
like the transition from more to less for now that we have that we need to make some
of this longer. So this guy right here, It's gonna be a little bit
longer, little bit longer. We can even push this to
the side a little bit. It's going to be a
little bit longer. And then this guy's going
to be a little bit shorter. Little bit shorter
than this final one, is going to be tiny
like the what we have right there. That way. When we do our elements here, the first is gonna go from big elements to small elements. We're going to assign
a nice material here, a lot of nice material. We're just going to
assign a Lambert material here real quick to do our density maps
or we're going to create our map black. This is left skirt
for our mask create. And we're going to
paint on this area. I wanted to paint a
little bit higher there. And then all of those
guys right there, I'm going to go back to black. And I'm gonna make this smaller. So we don't have any
for like up there. Just in the pores that
it actually let me go. It's a lot this year. Just delete all of those. Then let's bring
this back to white. And we're just
going to paint on. There might be a little
bit of further like overlapping but
shouldn't be that much. We're going to have
this going back like this. And that's it. Again, we can do the same
thing here with depressant. So you can start doing
a little bit of faith. That's going to create a slightly different
density amount. I make it look a little
bit more natural. And we save, not forget
to save, you don't save. Things are not going to
work. Increase the density. And we start with the modifiers. We already know the
ones that we need, so we're gonna get our clumping. Okay? So the maps generate
a clumps right there. Now, it's gonna be
a lot easier to push the line because
if we push the length, as you can see, it's gonna
affect all of them uniformly. So this guy's, since they're
like going to a small guy, they're going to be smaller. And these guys are
going to be bigger. So that's, that
looks quite nice. We need to add the
taper, of course. Paper here. Couple of more
densities. Of course. We get to the modifiers
and now we're going to add noise 5.2. And I'm going to press
Alt to hide this guy's going to the
guide control points. The same that I did
for the other side. Just grab all of
the points here, bring them down a
little bit more. The thing is falling down and looking a little bit better. Altitude to bring
the geometry back. Because there's a couple of
crazy hairs right there. Much we can do unless
we go back and paint. That looks good. Let's bring
this back to its belt. The belt material. I go. And we can of course
assign the existing material, which is the AI's turn or HER2. Going to give us a very, very cool looking for patch
on that piece of leather. So yeah, that's pretty much it. Now finally, we need
to grab this guy right here and do the same thing. Create the description
will be felt for. It's gonna be really small
for this one, to be honest. I'm just gonna do one too. And three. That's all to be pushing
out a little bit. That altitude to
bring this back up. Weird thing, they're out. And then we check to see
that that's what we want. We wanted this thing
to be pushing out. We only wanted like
small patch, right? So of course we're
going to assign the Lambert material to this guy and create a new mask
for this great map. It'd be a black mask, then be belt for
mask and create. And we're going to
paint the really, really small section with white. Just that section right there. We don't want to get a
lot of overlap, right? That's the, that's
the important thing. Like a triangle to help
with the overlaps. We go safe. That's it. Just got a couple
more density there. Little more density. And of course the
paper in this case, I think we're just a
clumping, might be fine. Clumping in the noise
and set the noise. We've been using 5.2,
which works really nice. And you see very
quick a clump here. As you can see, we're
playing with a law, the full descriptions
and stuff and it's not really creating any like
big issues for Maya. So it can handle it's stuff. You can definitely
handle that stuff back. And we're going to assign the same material that we
have right here. That's it. That's all we need. Preview outputs. Arnold renderer. We go for the belt or the, sorry, the left skirt. Arnold renderer.
Let's say real quick. Go towards camera panels,
literal selected. Look at this side right here. And let's save and render. Let's see what we get. We're going to render
from the camera shape. And of course, as we know, probably going to
have to go here to the skirt and the belt, just like reassemble them. Understands where
they're supposed to be and look at that. Like we even get the rope
going in-between the hair, which makes this look
really, really cool. Look a little bit further there. This first picture right there, look how those hairs are growing in here
with the density. That's what we want. That's the sort of
stuff that we want. So there we go, guys like this character like
this with this rim light. I mean, I might be a little bit biased
because it's my character, but he kinda looks like a
character that could be on a cinematic, like
on the commercial. Probably not like
a AAA commercial, but this is definitely,
definitely good. So yeah, now we're ready. Now we're really
ready and we can start our journey
into our unreal. In the next chapter,
we're going to start first with the setup or from real the
project, the scene, everything that we're gonna
be doing in after Dad, we're going to jump and
we're going to start with importing the character, creating the materials, tweaking them up a little bit to
give it a nice effect. And eventually
we're going to jump into D rendering
and all this stuff. We first need to
get the character, get the materials,
get the textures. And once we have that, we can talk about bringing in the firm, which is gonna be
really, really, really important
step of the process. So hang on tight and I'll see
you back on the next one.
90. Unreal Engine Setup: Hey guys, welcome to the
next part of our series. We're finally in Chapter
ten, the final chapter. Now, even though it's
the final chapter, there's still a couple
of whole nother, couple, several things that
I need to teach you guys. And we're gonna take a
look at the presentation, rendering and even rigging. We're going to be rigging the character and we're gonna be creating a very
simple, just a very, very simple rig so that
we can pose him and have him in a more natural
postman, a more natural look. So right now as you can see, I'm just opening
the epic launcher. And at the time of
this recording, the most recent or rail engine, engine or epic, rightly
engine like version is 5.1. Give me one sec. There we go. So if you've never
used Unreal Engine, this is might be a little bit
of a steep learning curve, but it's not that bad. First of all, you're going to
download the epic launcher, which includes the
library store. You want to play for
nine, this toy to go, you're gonna go to Unreal
Engine and under library, you're gonna be
able to install and launched the engine that
we're gonna be using. So in this case,
I am going to be using a project that
I already have it. I'm going to show you
how to create a product. So actually let's
just create one. It's just easier. Again, as I've mentioned
in another video, I'm not going to
be able to share this project with you
because when you create a project on a lot
of things were created like literally
a lot of things. And that makes it really, really, really happy to share. So this is not
difficult to follow. Hopefully you can
follow along again, just open epic engine, open 5.1, which is the
engine that we're gonna be using and wait for
everything to finish. As you can see right
now, it's compiling some shaders that
usually take some time. Give me a couple
of minutes and I'm just going to pause
real quick for you. It's just gonna be skipped
and we'll continue. Very well. It finally finished compiling and we've got this right here. So all of the different
products that have been working on in the last
couple of months. The first thing you're
going to select this, we're gonna go to a games and we're going to select
a third-person game. That's the one that
I personally like. Because of the
things that it has. We're going to select this one. We're gonna be working
with blueprints. We're not really
going to be doing any sort of like programming. It's all going to
be like rendering. But I want to show you
that this character can in fact get into an
engine properly. We're going to call
this thyroiditis. And I'm going to name the
name of the character, of course, and we're
gonna get this, I'm gonna get this
into my folder again, I'm not going to
be able to share this particular project with you guys because it's
gonna be really happy. We do not have started
content and I do want to choose our
real-time ray tracing. So Eve, you don't have a graphics card that
can support retracing. Unfortunately, there's not much I can do to help
you right there. But the ray tracing is
gonna be important to get the best possible outcome. So we're going to create this. It's going to create the
project, is going to load it, and it's going to
take a little while to compile the new shader. So again, quick jump here
for you guys and I'll show you the, the,
the interface. There we go. So we're
inside the phone real and the interface
is very simple. Haidt, most very
similar to a Maya. So Alt, Enter three clicks are gonna be your main navigators. And of course not going to be exploring all of
the amazing things that are real has to offer. We're just going to be
focusing on renderings. So to do that, we're actually going to
have to create a new level. And to do that, we want
to keep things organized. So down here, this is
called the Content Browser. And this is where we're
going to be importing and setting up pretty
much everything. So I'm going to right-click
here and I'm going to import or am I click create
a new folder right here. I'm going to call this thyroids. So anything related to thyroid
is gonna be right here. Right-click and arcs. I'm going to just
go File. I'm going to create a new level over here. Why? Because with this new levels, we actually have a couple of options that are
really, really good. So for instance, we
have this open world, we have this basic,
we have this empty. And I'm going to grab the
basic. I'm going to create. This is what we're
going to have. A very, very, very, very basic setup here for
our, for our character. And the thing that
I like about this, the new engineer
right now is that we have something
called a lumen. Lumen easily real-time
ray tracing thing that we can use to build a scene that's gonna
give us some very, very realistic lights.
So let me show you. I'm gonna go here to
the starter contents. And if I go to our shapes, we have this very basic shapes. I'm going to bring in a cube, a scale this up with R, and then just create
like a little wall here. I'm going to create
a, another wall. I'm going to click Alt and drag this to create
another wall. And then I'm going
to press again W Alt and drag,
that's a third wall. Rotate that one as well. Scale it up. As you can see, I'm creating
a little bit of a room. There's other shapes
that we can use. There's one, some architecture
things that we can use, but this is going to work
for the example right now. I'm going to rotate
this right here, and this is gonna
be our selling. So as you can see here, inside of this walls, we actually have some
very nice bounce light. Like even though
we don't have any, any sort of like, like we
have global illumination. So if we were to be instead
of this thing right there, we'll have a very nice effect. I can create another wall here. And let's say we create a
nice little room right there. If I hit play the
bass character, look how nice the light works, like it really works. How
would you will expect them? We have this Eye Adaptation
things so the light will correct the exposure so we can see instead
of this thing. So thanks to this, like neon lights hubs
that we have here, we're gonna be able to
create very basic scene, very basic like a
nice rendering scene for our character.
Press Esc right here. And let's start bringing
in some of the stuff. So even though We're gonna be bringing the
hair and everything else. I just want to bring some
very basic stuff right here. So I'm going to select, I'm going to, I'm just going to select all of the
groups right here, all of the mesh groups. And we're going to
export as they are. They really have nothing else. We're not selecting the hair, so we're not exporting to here. This is where we're
going to select. Just make sure that all of the objects have the proper
material assigned to them. Because this is going
to be important for the whole thing. So I'm going to select all
of the elements right here. I'm going to say File
Export Selection. As you can see, I'm not
exploiting the things that are holding the effort. That's fine. Experts selection. And
we're going to go, of course, to assets. Let's go create a new folder. Let's call this render. And here instead of render, I'm going to create
the warm cold virus. The name is just gonna be thyroids and we're
going to export. So you can see a lot of
things are getting expertly. I'm getting some
weird like warning. That's fine. Let's go
back here to unreal. And inside of our
thyroids folder, I can right-click and I can
import to this element. If we go all the way to our assets here and we go to render here
we have thyristor. Now, very important
that when we import, there's a couple
of things that we need to keep into account. Right now we're
inputting a static mesh. Therefore, this Skeletal Mesh
option should be unchecked. Later on we're going to
import a rig character. So the pose, or we're actually going to be importing
the pose of the character. So we might need to change
this to a skeletal mesh, but for now, this
is fine. Down here. If I open this up and
go into advanced, I'm going to say,
I'm going to have this option called
combined meshes. I want this to be
off as well for now, but later on, again, we might combine them to
make it a little bit easier. So I'm just going
to hit import all. What's going to happen
is it's going to import all the different low
policies that we have. This is something that
we're going to have to optimize later on. It's gonna be very
important that we do that. Otherwise it's gonna
be against very, very difficult to control. But the really cool thing
about this is as you can see, we actually get all of
the materials that were assigned to the objects
already built up in here. So all of these green guys right here, that's the material. What I can do is I can select
all of the objects here, drag and drop them
into the scene. And as you can see, we're gonna get this like
the character is going to have all of the basic
shapes already. So technically even the eyes should be in their
proper position, which is great
because we definitely want this to be the case. So there we go. We have all of the
necessary things now we need to
bring in textures. So I'm going to make
this thing a little bit smaller and all the way to the top of their
create a new folder. And this folder is
going to be called a textures because we
need to start grading. We need to recreate
the materials. So double-click right here. We're going to import this not because I didn't put the
proper one. Yeah, I did. Here, we're going to
again go into our folder, go to our textures, and we need to import
all of the texture. So I'm going to convert
this into a list, so list. And then I'm going to sort by type so that we have all of
the jpegs in the same place. So it's belt, cornea, all of these guys right here. So all of the jpegs and we
just literally drag and drop. There we go. So we got to have the belt. We're going to have
the normal math. We're going to have all of
the occlusions and all of the different things that
we're going to need here instead of a real, are going to be in this
particular folder. As you can see, every
single normal map is automatically converted
into normal map. This one we don't need, so I'm going to delete
everything else we do need. Now before we start connecting everything to the materials, I do want to do a couple of things here and that
is I want to make sure that the roughness
or cushion metallic maps, these guys right here
are properly set up. And if you guys remember
inside of Maya, we had to change the
sRGB thing to rock. We have to do the
exact same thing here. So I'm just going
to double-click, go down here and
this sRGB thing, I'm going to uncheck
it and safe, okay? So we're gonna have
to do that for every single one of this. So uncheck it and say, That will convert
this textures from a color textures into
linear textures. That way they're gonna behave the same way that they were behaving instead of substance. And we should get the
exact same result. So all of these guys
right here on check SRGB and save this
little texture right here, this one right here. And check is RGB. And save this one right here. Now, let's save this file. I'm going to save this level. So over here, I'm going
to save current level. I'm going to save it inside the thyroids and we're going to call this render map. And there we go. So you
can also click this option which is safe all which
is going to convert to all of the things that
you just imported. All of the FBX is
all of the textures into you asset folders. This us with folders will be me and say that the
Unreal Engine project, which again, I'm not gonna
be able to share with you. But if you do this and
you follow the steps, you're going to have
the exact same thing. All of these things
are being saved and compilers you assets. And that way it's
just gonna make, make, make it a little bit
easier to work with them. And also, if anything
happens in a real crushes, we're not going to lose
all of the important thing that we just cool. So now it's time to start
building the materials. Let's start with the
basic one like the x. So I'm gonna go to thyroids
and if we look for the M thyroid x and we'll just double-click this material. We're gonna go into
the material interface and it's very similar
to a hybrid shade. So if you know how to connect
things into a hyper shade, I can assure you that even if it's the first time that
you're doing this here. And so the formula, you are
going to be able to do it. We need the colormap, we need the normal, and we need the
occlusion roughness. Once we have, this is just a matter of connecting things where they're
supposed to be. So color goes into color. Normal, goes into normal RGB. And then this one,
you guys remember, it's made of three
channels, are, is the ambient occlusion, green is the roughness, and blue is a metallic
which is hit Save. It's going to take
awhile or a couple of seconds to compile the material. But once it's done, as you are about to see and
let me just close that. Dx now has the proper
textures and look at that, look at how beautiful
this looks like. This ax is completely,
completely ready. We can move it
around. Not that one. We can move it around and
the edges looks really good. Behaving with real time like
her real-time rendering. And it just looks
really, really good. Like it looks exactly the
same as what we see in Maya. But the great thing of this, like Unreal is of course
it's unreal time, so we don't have to
wait for the render. Let's keep going
with the materials. So let's go with the main body. So thyroids body over
here. Same deal. We'll just go here. We go. Thyroids body, we
need the normal, the occlusion and
map right there. We go. Grab this one right here. That's the base color. That's the normal. Then this one is
ambient occlusion, roughness and metallic. And since we export it, this guy is from Maya with
their materials assigned. We don't need to assign
it to the assets. They already are linked
to the material, so we just do that
like I just did. There we go. The skin is ready and look
how nice this is. Skin looks. We don't even have
subsurface yet and it already looks quite, quite cool. Let's keep going. Let's go
now to the upper bound. Let's go to the
upper props texture. So that's under prompts and that's to, to,
to, to, to, to, to do or are they top body? So it's this top,
but the thing here, drag this into this
place right here. That's the ambient occlusion. That's the roughness. That's metallic. This is the color and this is
the normal, which is safe. Wait for the thing to compile. And once it's compiled, there we go. Perfect. I'm gonna get rid of the eye adaptation
because as you can see, things to look a little
bit overexposed. So the adaptation
thing is in here, in the show options. There is this
post-processing thing and we can turn off the eye adaptation. So this is like the normal intensity of the
light right now, which is gonna give
me a better effect. But look at how nice this
looks like if this was a game, this is how the character
will be looking at. As you can see, it gives us a
really, really nice result. Let's keep going. So now
we're gonna go with the belt. Same deal. Scrubbed belt. The three guys. Color
goes into color. Normal goes into normal. Ambient occlusion is red, green is roughness,
and blue is metallic. We save. And we'll just check
to make sure that things are looking right. There we go. Perfectly fine. Keep going. Let's do the other props now. Textures, lower body,
lower body, lower body. Sis, color. This is normal. Ambient occlusion, roughness,
and metallic. There we go. Save real quick. Wait for this to compile. Look at that beautiful ope. Actually made a mistake there. As you can see, I used
the wrong textures. So I did the other
props and I use the, I think I used the lower body. So let's delete this real quick. So that was the other props. Now we go onto props. Now, ardor prompts
have an emissive map which is the different one. Not a big deal to be honest, the MSF just goes into the emissive color and everything else goes
exactly in the same place. So our ambient occlusion, green, roughness,
blue, metallic. Say real quick, that's
going to of course, upgrade or replace
what we have before. We can go back to theorise. We're just missing the legs now. And these are the lower body, lower body, low Butler, both the, there we go. And we get the color. We get the normal. We get the ambient occlusion, we get the roughness, and we get the metallic safe. And there we go. That should do it. So that's pretty
much the main thing. One thing that I want to mention
about like setting up or you definitely need to
have enough free space because it's gonna
be doing this, it's gonna be compiling shaders. And sometimes he'd saved
those shaders to do local space or to
your local effect. So just keep that in mind. Now, let me delete
the little house we made here so we get
more light everywhere. I'm just going to
just bounce around and you can modify the live
with this guy right here. You can rotate it. So I'm
gonna do a three-quarter view. And a very cool thing is that this actually is sort of like a, like a like a time of day thing. So if you rotate
this, we're gonna go for an evening that
you go really high. It's going to be like noon.
So we can go for this or like golden hour
effect very, very easily. Now, if we want to
add more lights here, which we're going to
be doing later on when we hit Render, you just go here. Lights. We cannot, for instance,
like a point light. And as you can see,
this point light is going to react very, very nicely with the character. It's going to be
illuminating this with real-time
elimination processes. So yeah, all of our
textures are done. Let's do the eyes
real quick because their eyes are going to
be slightly different. We're going to go to thyroids
and let's do the first. So the eye, we have a color, we have this guy and
we have this guy. This is the normal map. This is the base color, and this is the roughness. Rgb is going to go
straight into roughness in this case because we
don't have the ORG. And as you can see, that's the eye right
there looking good. Let's save that. But the cornea, the other one, the one that's
supposed to be transparent. We need to modify
it a little bit. So let's go here to thyroids
and we have this M cornea. So this are the shaders that similar to how
we do it in Maya. We're going to have to
tweak them in here. We're not going to use any maps, we're just going to use values. So the first thing is we're
not going to use opaque. We're going to use additive, additives going to
add to the object. As you can see that
actually it's not additive. You select the material
and we're gonna go with the papa, papa
bomb. Translucent. There we go, translucent. This is the one that
we're going to reuse. We don't need any of this thing, but we are going to
have a refraction. Refraction. I'm going
to press number one. Number one is gonna
be my refraction. If you just press
number one, then click to create a float value. And I have 1.5. And we know
that the refraction is 1.5. So that should give us This
thing's gonna be two-sided. Definitely. It's going to be a bomb. Going to change
this to additive. Additive was the one that I use. There we go. So as you can see with additive, now we have this sphere. A little bit difficult
to see, but it's a transparent sphere that
we have right there. Okay? So that's gonna be, that's the thing that's gonna
be distorting our stuff. So if we check now the eyes, if we save and check
it out the eyes, we should be able to see the change the speed here of the camera to something
lower so we can move, you can move with WEA is D. There we go. So right now it's like a mirror. But we're getting
there, give me 1 s. We're gonna go here and
to this guy right here. And we're gonna change one
more thing on this material. It's already giving
us the refraction, but it's missing the
metallic and the base color. So we need to go all
the way down here and we're gonna change
the lightning mode in translucency from volumetric two surface translucency volume. This is going to
bring us back all of these elements, as you
can see right there. And then if we save this, this is already going to
look a little bit better, but we're not gonna be able
to add more stuff to it. So first of all, I'm going
to add a specular value, which is the, how, how shiny this thing
is going to be. I'm going to add
one. As you can see, it's going to
reflect a little bit and we have a little bit,
but for now that's fine. We're gonna get rid
of that one later on. I'm also going to press
number one for the roughness. We're going to have
a zero roughness. There we go. That's what we're
going to go for. Let's say this real quick. If that's gonna give
us the result that we're going for us a
little bit better, but we still seeing
I'm not seeing that we have the I feel like I don't
have the eye mesh in there. That's weird. Then we're going to add
the opacity as well. So I'm going to
press number one. And in opacity, we're going
to have an opacity of 0.5. Let's try that and save
you how that works. That's looking a
little bit better. Let's try a higher
opacity like a 0.9. Let's see how that looks. I can kinda see the light there. Put this in the proper. Oh, yeah. Okay. Sorry. It's translucent. We wanted
to have translation. I was doing adaptive. We're
going to have translucent. Let's save that real quick. And the opacity is
gonna be really low. So like a 0.1 safe.
And there we go. So now we should be able to see the I am seeing
the corner there, but seems like we're having
a little bit of an issue. Let's get rid of two-sided. Maybe that's like
modifying something there. Let's try this. I preset right there. Okay, That's fine. So I am going to use that
cornea thing for the, for the tear ducts, which
you can see it's going to give me the sort of
like reflective effect. And this the sender's
surface with it. The one that's gonna be like a, like a doll I this
one right here. I'm going to just
go to the color and I'm just going
to go for like a cream desaturated
color right here. I'm going to press number
12 or the roughness value. And the roughness is gonna
be something like 0.6. So it's like a
it's like a glass. I pretty much I'm a little bit concerned about
this thing right here. I feel like it's,
it has something to do with the distance
of the camera or something because
we shouldn't be seeing that much reflection.
Oh, you know what it is? I know whether this my
bath, It's the specularity. Do or is it cornea? We added a once
peculiarity, right? Yeah. So the specularity is not going to be one,
it's going to be zero. That'd be more like a plastic liquid transparent plastic thing because the specularity
was probably Dad. No, that's not it. It's really weird. As you can see. We do have it right there, but with the refraction,
too much refraction. 1.3. Okay, I think it's
the refraction then. Okay. Okay, Let's get rid of the refraction and let's
see how that looks. Just for 1 s. And this is one of the things
that I was mentioning, like we're going to have
to tweak certain things. Okay, That looks a
little bit better. Now we don't have
any refraction, but at least it looks, at
least we can see the eye. I'm going to leave it
like this for now. Once we hit the render stage, I'll explain how to properly
set up this material. But yeah, this is, as you can see, this is
working perfectly fine. The characterised now here
inside the form real. Let me move this back to
a longer or faster speed. And everything is looking
quite, quite nice. The next step is, of course to bring
all of the fur eine. But one thing that I
want to do before we bring in is I want to
post the character. Posing. The character is one of
the most important things for a presentation. And since we're not doing
the rig the full rate, we're just going to
pose the character. It is very important that we tried to have a nice boost so that the hair is like on the position that the
pose is going to have. And that way we can bring in the character the way
it's supposed to be. So in the next couple of videos, we're gonna be focusing
on the optimization and the preparation
of the asset. But as you can see with this, we pretty much guarantee
where we pretty months demonstrated that all
of the processes that we've done so far
have been successful. And our character is inside
of Unreal Engine five. So we're still not done. We're on the final,
final stretch, but things are looking
very promising, so hang on tight and I'll see
you back on the next one.
91. Preparing to Pose: Hey guys, welcome to the
next part of the process. Today we're going to continue
with the preparation of depots and we're gonna be
posting the character. Now, this is actually
a little bit more complicated than they
might look because we need to get the
character into a post. But one of the important
things is we don't want to mess up with
the hair systems. Usually you do the rigging
before doing the hair systems, but since we only want a post
to present the character, It's not really that important that we didn't
follow that order. However, you work
in a production, you're usually going
to have the rigor finished with the rig first
and then you're going to do the hair systems on
top so that everything is just binded the way this why do I, what do
I mean by this? Well, if I tried
to combine like, let's say the belts and
everything into a single mesh to regular or something the
firm is going to break. It's no longer going
to be attached because remember that this guy knows that it's attached
to this piece. If I move this piece
and I update this as the script for it's gonna move. But if I, if I combine
them with another object, it's going to forget
or it's going to lose that connection and we're not gonna be able to
move it normally. We can still move things
as you just saw there. So even though we
might have a couple of extra, What's the word? We might have a couple
of extra elements. This posting like technique
that I'm going to show you is only for
presentation purposes. This is not a proper
rigging process. So what we need
to do here is I'm going to hide the hair for
now, so I'm not distracted. I'm also going to hide
the render elements, so we're not distracted. And I'm going to
start assembling all of the things that might
need some assembly. So for instance, remember
this guys right here. I'm going to move
the pivot point of this guy up to there, which is the attachment point, five-ninths taking there we go. And let's and I'm going to place this where
it's supposed to go. So I'm going to
position it over here, rotator and get it on
the element right there. There's gonna be a little
bit of overlap, that's fine. And if you remember, we had three of this guy, so it was one then to rotate this so it
follows the gravity. And then the third
one was gonna be right here. We go. Probably bring this down
a little bit like that. And then this guy right here going to
duplicate it as well. This one was hugging the rope. So we're gonna go
right around there. We can go to this
guy right here, for instance, and just
rotate the faces. That's fine. Like the textures are not
going to be modified. And we get this in here as well. I think those were the only
pieces that we had to move. The x, for instance, we can combine it
into a single object. It's gonna be an object, it's going to have
multiple materials. That's perfectly fine. Okay? Well, in this case
it's just one material. And then we're going to move
the pivot point probably around there so that when we move with them rotate around, it's from a position that we understand that it's
gonna, it's gonna work. Then we can combine or we need to think about what
part of the character are we going to be
rigging like which parts are going to
be in a skeleton. And I know the volume for sure. We know that the legs for sure are all just
gonna be there. Probably the bandages,
of course, the tail. Of course these
guys with the tail, and this is, this guy says, well, so all of these guys
are gonna be a single mesh. We know that this belts as well. I can't add this
bell do Why not? Because remember this
belt has a loop, a little bit of a painting
thing here with further. If I combine it, we're going to make a mess. So those guys right there, the horns are gonna be
part of this whole thing. The eyes, both
geometries of the eyes, those little things
right there, the teeth. There's bandages right here. This thing is right
here, the nails as well. And that's pretty much it. This guy's the knee pads. I will probably keep them
separate just to be able to modify them and
move them if needed. So all of those pieces
that I just selected, maybe even know I think
I'm going to keep those separate just in case I need to like because I
don't want them to deform. So all of these guys, I am going to combine as well. So I'm going to
combine them into a single mesh and we're
going to delete the history. You can see a lot of things
are going to disappear. And this is now going to be just thyroid character
underscore G. Now, of course I'm
going to save, this is a different scene. I'm going to call
this tyros character pose seen or posts, because I don't want to
lose any of the progress. Again, don't worry
about the firm still there hasn't disappeared. This guys, I'm not
worried about Why not? Because these are not
attached to the face, isn't attached to this
other guys, remember? So these guys are still gonna be hidden and they're gonna
be inside the head. So you're not even
going to notice that they're that
they're missing. So let's hide those again. And this shoulder, this big thing right
here that the big skull. We can grab all of
these pieces right here and combine them
into a single object. This is also going to make
the scene a lot easier to manage because all
of this thing would just move with is this
piece right here, the patch, again that we can't combine it because it's gonna be here. But normally you would
combine that so that when you form the shoulder,
it deforms as well. In this case, we're gonna
just have to overlap with this as well as we can. Let's hide this for now. And let's just select this guy right here because this is what we are going
to be working with. We're still missing
disguised as well. Those can definitely
be in there. So let's recombine their
history. There we go. So this is the character that
we're going to be ringing. I'm gonna go back
to two materials here and we're going
to isolate this one. So in regards to the skeleton, I'm gonna do a very, very, very simple skeleton. The only thing I
wanna do here is I want to give enough
like a divisions to the tail so that
we can move it around a couple of divisions
to the legs so that again, we can bend it a
little bit if needed. Divisions to the arms. We're definitely going to
have to give divisions to the fingers so that
we can graph the x. I'm going to give
one division to the jaw so that we can close the mouth a
little bit if needed. And that's pretty much it. I'm not going to be
doing this again, this is not a functional rate. This is what I call a posting. Rick is just a rake to can
make the character work. So we're gonna go to the
front view and let's start with some very
basic joints here. And I press number four. We're gonna go to rigging. I'm going to go to my joints. I'm going to create a chain. It's going to be one
for the hip shift, one for the abdomen shift
to for the abdomen shift. Three for the abdomen shift. Chest, base of the neck, base of the head. That's it. I'm going to go to
the right view. We're going to have this on
the middle of the element. This guy right here. We're going to rotate back. This guy right here, we're
going to rotate forward. So this is again,
the neck element. I think the neck is
a little bit low. In this case, this is
something that will never do if I was doing
proper rigging. But since we're not
doing proper rigging, we can just move this
thing up like this. Why do we not do this? Because it breaks the
orientation of the joints. But again, we're just going
to be using this for posting, so it's perfectly fine. So there's gonna be there
on the base of the neck. And then I'm going to add
a couple of more joints. There's gonna be
one right here at the jaw and then one
right here at the head. And those two bones are gonna be parented to this
one right here. So this one, if we need to, we're going to rotate
and that's going to open and close the jaw. It's gonna be right
around there. And this one is just to anchor everything in the
head to that specific bone. Okay. So that's the,
that's the main, the main domain at
spine of the character. Then for the legs, we're gonna go 123, usually on the side view. You're gonna go hips. And then that's going
to be the knee. And this is gonna be
the ankle like that. Then from the ankle we're
gonna do ball of the feet, toes, tip of the toes like that. That one gets right there. We go to the front view, you're going to see
that these guys are a little bit
off-center. That's fine. I'm not even going to
bother renaming things. We really don't need
that right now. This one goes right there. I am going to rotate this
a little bit though. We tried to find the center
line wherever we go. And that's mainly for the
weight for weight purposes. That's when we move to the side. Usually are technically
we would need to have one individual like
bone for each finger. But in this case,
all these bones right here control
the whole thing. And this one will be parented to the hip like that for the tail. Very important. We've done this before. I'm going to grab
this guy right here. We can just draw like 12345, tried to go through
the center, 678. There we go. That's gonna be the
last one because the tips solid piece. So that should be it
usually and again, ideally, all of these things would have the same measurement that we
can actually do that if we select all of the joints from
the second to the last one, we can go to the
Translate and say, Hey, what about 15 or dislike? 18th magic number, there we go. So now every single one
of these joints should have an 18 on the distance. And that's gonna give us a more balanced like a flexing
of the whole thing. So that's gonna be the the tail, which is apparent
that right there. Then we got this hip
bone right here. And we're gonna say,
we're gonna go to the rigging menu skeleton
and we're going to mirror this joint
from y to seeing. You really don't
want to look for anything, they just apply it. It's going to give us the
other leg right there. We're gonna go to
the front view now. We're gonna do the arms. For the arms, we're
going to have a clavicle right around here, the shoulder, the elbow, and then the wrist like that. As you can see, it's not really going exactly where it's
supposed to be going. But we can just again
move it into position. And then we're
gonna get something that is just going to work. Can move this here. Push this right around here. There's way, way, way better
ways to do this, of course. But again, I'm just trying to teach you how to post this so that we can
get a very nice render. Grab this guy right there. Meshes or sorry, skeleton. And we're going to
mirror the joints. Now for the fingers,
for this one we are going to be a little
bit more precise. So pay attention. I'm going
to go right view here. I'm going to go to my joints. I'm going to create one. That's the metatarsal. And then we have
the first finger, second finger and
tip of the finger. It's very important
that we do that. Why? Because when we
bend the fingers, I just want to select
all of these joints. And if I wrote it
in a single axis, I want the joint to
rotate properly. Okay? So that's what
we're gonna do. And then we're going to position
this so that the element here is pointing in the same direction that
the thing is there's something called the
Local rotation axis. I'm going to show
you for this one. So I'm gonna select
all of these guys. If we go to Display Transform, Display Local rotation
axis, we're gonna get this. This is the direction
of the joints and you want to be very mindful, especially on the fingers
of how we place this. So this guy is gonna be here on the metatarsal of the wrist. It's gonna be like really
close to the race right there. Then we're going to
rotate and scale things so that we can create the connection of the fingers. So this one again, that's going to be like the metatarsal. So right around there, this guy, we're going to rotate in C
and we're going to scale in until we find the knuckle. Same for this one, we're
going to scale in a rotate. And finally with this
one we're going to scale in and rotate. And as you can see, we've successfully created the finger, like the bent
finger right there. And once we like skin
this to the fingers, we should be able
to just move this in and properly have
a grip on the hat. I'm going to grab
this guy right here, Control a D, move
it a little bit. And this guy right
here, we're going to rotate or just
modify the position, so it's right around there. Rotate a little bit. And if
we need to adjust a couple of the of the sizes, we, we might need to do because this fingers slightly longer. We just do it. There we go. Once more. See how all of them are
pointing in the same direction. That's super, super important because that's what's going
to make it easy for us to, to, to move all of the fingers. This guy right here, the metatarsal us to
the not cool roughly. This guy we wrote it down. Bring it there. There we go. And then we grabbed
pinky finger. Scale this in a
little bit smaller. This one, we can move it towards the pinky
finger is going to be right around there. We scale on x only to
find the proper position. Careful there. Which this in. There we go. And finally, for the thumb, the thumb has only, has one less division. Still going to have its
metatarsal like this. But the direction,
as you can see, it's just slightly,
slightly different. This one goes to
the first knuckle. When it goes to the tip. Then we don't need this ball. There we go. Now, we could grab all of
this change right here and attach them to the wrist P
to create the connection. Some people don't use
metatarsals. It's fine. Like again, it's just a poster so we're not even
going to move those. I think that we need to grab
each one of these guys. Skeleton and mirror Joints. Skeleton, Mirror Joints. Hit Apply. Oh wait a second.
Before we parents than one important thing here before we parents that we'd
need to freeze transforms. A freeze transforms on disguise, and now we can parent. There we go. So I'm going to parent this arm right here and
then delete the whole arm. And I'm just going to
grab this guy right here. I'm going to say a
skeleton mirror Joints and that we were going to
have the hands on both sides. Don't worry about the
local rotation axis, we can hide them. So it's just a matter
of finding the fingers, which are gonna be like right around here from the mistaken. This guy's, all of these
guys are the fingers. I'm just gonna go again,
Display Transform, Display Local rotation axis. The same thing here. Display Transform, Display
Local rotation axis. In that way, we're going
to turn them off. Cool. So, yeah, that's pretty much it. Finally, the only
thing we need to do is grab all of the elements except for the last ones were except for the
tips and not this one? Not this one. Not this one. Not this one. Actually, no, we normally you don't grab the test
in this case again, which is posting, so it's fine. The other option is just delete the bones that
you're not going to use. So for instance, if
we're not going to use those steps because this is
going to control the fingers, which is delete that one. We do want that one there. And then here on the fingers. I'm going to delete the ones
that we don't need against. All of this are
gonna be deleted. Some people like to
keep the tips for for display purposes so they
see where the element ends. This ones we do need again, that one is going to
hold the whole face and this one's going
to hold the jaw. So now we grab all
of the joints. So all of the joints,
including the hip joint, we select the mesh that we
created and we're going to go Skin, Bind Skin. And we're going to use select
the joints geodesic box. So Max influence for that's the only thing that I changed on the resolution
of the flexbox. So if you can do
512, That's great. I'm going to save real quick
before anything bad happens, because last time I
tried 5 ft failed. So I'm going to try
five-twelfths and let's hit Apply and
see if it works. I think it didn't work.
It did work perfect. So there you go. So now as you can see, when I do this,
detector is rigged. So all of these joints
are going to be moving specific parts
of the character. And this very, very
basic rig that we did, it's going to allow us
to pose the character. We're not going to go for a super dynamic pose because this rig will
definitely break. This is a great way to
just create something. For instance, in here, we can move the
tail a little bit. As you can see, certain
things are going to be moving around. And that's the weights
that we're going to have to correct whether it be correcting
those in the next video. So I know this is a little bit difficult to follow and I know
I went a little bit fast, but it's just a very
simple skeleton as long as you find the
points that I just have here and you follow
the instructions we're gonna be able or you're gonna be able to
get to this point. Pause the video. If I went a little bit too
fast there, I apologize. We're in the homestretch, So I'm trying to to get to the final point to
note as fast as we can. But we've spent a lot of
time on this character. So I think it's a good
idea to just wrap this up. So get the skeleton like
this, skin it real quick. And in the next video,
we're going to post the character and fixed
all of those weights. So hang on tight and I'll see
you back on the next video. Bye.
92. Posing the Character: Hey guys, welcome back to
the next part of the series. Today we're going
to continue with deposing of the character and we're going to go for
a very, very simple posts. So we have L of the accessories were still on the
scene with a firm. Remember that? It's right here. So at any point I can
just bring it in. But we need to prepare
a couple of things. First, before we start posting, I'm going to grab the beard and the thyroids
face both of them. And I'm going to shift select this head joint right there
and I'm going to hit P. What that will do is it will parent those elements
to the joints. So if I move this joint, those elements are
going to move. And therefore D is
also going to move, which is again, really, really important for
what we want to do. Now that we do that we did that. We can start thinking about divorce and we're gonna go for a very basic heroic pose. I'm going to grab
this guy right here, this guy right here, and
this guy right here. And I'm going to rotate the
character a loop like this. This is going to generate a
little bit of a contrapposto. So he's gonna be
like facing slightly or twisting his body
slightly to one side. Then I'm going to
grab this guy right here and I'm gonna rotate
the head to the other side. Okay. So towards
her to one side, to the other side so
that when we see it from this angle right here, we're gonna be able
to see a really, really cool our character. Now, this arm is the arm that's going
to be holding the x. So this arm's going
to go low like this. You can see how the weights are having a little bit
of an issue there. Again, we're going
to solve this, but I want to get the post as close as possible
to the final one. I'm actually going to
go to my camera here. Panels look through selected, I'm gonna go, this is sort of like the shot of the
ones that go for it. This is the profile that when a captured
a character adds. So if this is the profile, this is also going
to allow me to see what parts I really need to think about and which
parts are not as important. I can do panels, tear off copy, and I'm going to be able to see the camera on this
side right here, and go back to perspective view to be able to
analyze it from here. So I'm going to move the
face a little bit like this. And then for instance, I can
grab this face right here. I can move it and lower it
and make it face the camera. It's kind of like
this defying look like really straight
to the camera. Now this arm, we
successfully moved it down. Now what I'm gonna do is I'm
going to close the fist. And again, if we
did this properly, especially here in the fingers, I should be able to select all of these fingers right here. All of these guys right here. And rotate them on the
c-axis to close the hand. As you can see,
it's not perfect. But it's doing the job, right? It's giving us a nice
like Feste on the hand. I can also grab this guy
right here and lower the rest or rotate the wrist a little bit to get a slightly different
position like this. With that done, I'm
going to grab the x. I'm going to position
the x on the hand. So we're going to
go right there. This tells me that
the x is a little bit thicker than I thought. So I might need to
go back to some of the fingers and play
around or move around. This guy is a little bit, I'm going to try to find a nice. There we go. I
kinda want to move the X a little bit
to the side and maybe like roll this closer to the fist so that we
can see the blade. So we can see the details
that we did for the plate. Something like that. Remember this thing
that we're doing here, this boasting in
this presentation is only for presentation. This is no longer
production pipeline. You can consider this
to be a liberal if an extra for this
particular session, for this particular video. This is not a
production pipeline. There we go. This finger, Mr. pulling the fingers
out of the leaf. This one right here. That's the metatarsal. Push it a little bit
more. There we go. Same for this one. A little bit more careful
here you can see how the fingers or the
forming quite a bit. So I'm going to turn off this, the thing so that we can see
how good or bad this looks. It looks a little bit bad, sir. I'm actually going to
bring the fingers closer. Usually the fingers will
seemed to a fist like this. Now, don't worry, I
know that there's a couple of weight things that are causing a
little bit of an issue. We're going to fix
those so you can see how the nails are getting
stretched and stuff. I'm going to show you
how we can manage that. And this is just like the preliminary posa where
there were accommodating. So that's a nice
one right there. Usually I like to grab the legs and rotate them a
little bit so they're not like perfectly straight,
same for this one. It's going to rotate
this to the side. Now the way the feet are slightly pointing
to different sites. Now of course, this
face right here. And I rotate because
it should be. Facing and pointing in the
same direction as the, as the foot. Same for this one. This is also why we save
in a different scene because we want to
keep the other one, the very clean and organized
character in a clean scene. There we go. Then this hand or
this arm right here. I'm going to keep it like this. I think that way we
don't have to worry too much about this piece of
geometry which has a firm. But what I can do is I can just relax this
arm a little bit. Maybe just like Bring it
down or back little bit. This. And I'm going to
close the I'm going to close the hand that we get a little bit of negative
space right around here. So maybe not like
closer to completely, you can just like give it similar to what
we did in ZBrush. Like the pinky finger can
be really like curled up. And then this next finger is going to be curled
up a little bit more. And then this one right here, that'd be curled up
a little bit more. Then finally, this one is
going to be very little. The hand with constrain it up a little bit so it looks
a little bit more relaxed. That's the sort of stuff
that we're going for there. Here we go. Again, you can see
there's a little bit of a problem here
with the weights. And I fix that. And now we can start fixing some of the positions
of these guys right here. So we're going to
move this guy for worth so that it matches
where it's supposed to be. Center the pivot point. Go, Let's turn on this call. And we're of course
going to have to move the school
forward as well. Look at the camera because
the skull is gonna be, well, it's actually going to
be an important factor here. We might need to modify or are moving a
little bit so that we can see the face of the
character that looks good. It's a really, really
cool silhouette. And finally, we can grab the tail again similar
to what we did before. I'm going to rotate the tail. I'm going to keep
it straight there. And then it's going
to rotate like this. Well, a little bit
less, less there. And then I can grab
this guy right here, rotate them a little bit, making sure that it doesn't
look like it's a broken tail. I want to kinda keep
it on the frame. Something like this. I'm thinking about
the final shot, the final image that we want, and that's getting
close to what we want. There we go. That looks good. Got some nice depth on the shot. As you can see right here,
the character is facing us. It's holding the acts
very, very nicely. And it's just like showing the full power of the
demonic per variance. Think I'm going
to move the tail. Let's see if I can move it down. There we go. I'm
going to move it down a little bit so that we
can see a little bit of the tail through the pants
like on the back there. It makes it a little
bit more sense. He's gonna be a little bit
more relaxed if you wish. We might be able to push the tail in a
little bit as well. That's going to look
really, really cool. Node camera with a
really nice camera, really nice shot right there. There we go. So the character
looking straight at us, the phase you can see it's, it's like moving a little bit, probably because of
this bone right here. But that's what we're
going to be fixing. Okay. I'm not too worried
about this because most of this is gonna be
covered by the beard. But still if you want to
try to keep things as clean as possible when I'm
posting the character. Now, the belt, because that's another one
to build them actually, it remains quite nicely. I think we didn't get
any ugly overlap. I think. I think in right there it looks it
looks quite fine. Now we're gonna be
doing a turntable. We need to fix those
skinning issues. So I'm gonna select
this guy right here. I'm going to go skin. I'm gonna go paint skin weights. And we need to figure
out what the **** is going on here
because as you can see, how a lot of weight that's
not being manipulated by the bones that should
be manipulating it. So the way this works is
you select the tools right here and you're going to go to the different bones are
going to be highlighted. And we're going to
select the bone that we want to modify. The issue with not
naming bones is going to be a little bit difficult
to find which one that was. But by names, I know that
this is like bone too. So it's probably joined
three, the one that I need. And what I want to
add here is I want to paint a little bit more. I'm gonna do like 0.1. I'm going to add 0.1, 0.2. Now we're going to try to
add, that's really weird. Locked should let me paint their reason. It's not letting me have something to figure out if there's something that
I'm not selecting properly. But yeah, like the
thing here is we go to the joints and
we'll just paint. Okay, I just visited
the tool that changes that I'm doing and
the use of color ramp. Now as you can see when I
tried to paint, we get that. So I'm going to add, and I'm going to add 0.2
to this area right here. So what I'm pretty
much saying is Hey, bring back this whole thing. Like I want the torso to be controlling this area of
the character, not the arm. Then we can of course
go to something like a smooth go to the stroke and change the radius a little bit because it's a little bit small. And we can start
smoothing out all of this points right there. That should allow me to recover a little bit of the weight
that we lost there. Then we go to like joint one. And we can also add a
little bit more there, again, recovering the
volume that we lost. And then we smooth,
smooth all of that area. Let's increase the
opacity of the smooth so it's a
little bit stronger. And that should allow
me to little by little recover all that
stuff right there. Go to join to soften that up. As you can see, it's fixing a little bit of the volume
that we just lost here. Another option is to just
remove the skinning, like keep this pose but
remove the skinning. And then just like manually
rescaled those areas. To be honest, not a bad idea
for what we need right now, which is just the basic posts. But yeah, this is
the scanning process and it's all about smoothing. A little bit, like concern
about the where each thing is. It's joint for actually we
get a very clean there we go. That's sham far.
So as you can see, joint for his missing a
lot of stuff right here. So by smoothing all of this, we're going to be recovering
a lot of this volume as well during four supposed
to be part of the abdomen. So again in here, it's going to recover a lot
of that and then joined five. I'm gonna go to Add, and we're going to add all
of this volume to join five. And then we're
going to smooth. And that's gonna
allow me to rebuild all of the same skinning is, are those really tricky
things with right now again, we just want to get
something that looks nice. For presentation purposes. Let's go to joint for go to add and add a little
bit of volume there. Smooth. Again, that
should help with the overall overall effect. Look looks a little bit better. Not great, but a
little bit better. Again, from the perspective that we're going to have this. It's not that Beth
missing all of the hair. In this case. We
can go to action. Let's go to all of these
guys and we're going to literally just like switching
to them. We'll update them. As you can see, it should follow the proper face
of the whole thing. Now if we see it, this
is what we get. Okay? I'm going to save
this real quick and let's do a
quick render test. Let's do a quick render tests. We have our camera here, so might as well get an idea about how this
thing is going to look. I'm going to rotate this
thing to the side a little bit so we get
a nice backdrop. Again, Let's say real quick
as to Arnold and render. Render is also going to let
us see like things that might look slightly wrong
on the posting. So let me pause real quick. There we go. So as you can see, the boats looks
really, really good. The hair looks nice. There's a couple of overlaps
here that we need to fix. Remember, this is just
the presentation posts. This wouldn't be a rig. This is not, the rig is not something that we can use
to animate or anything. Of course, we need to
lead a couple of things, but everything
else looks really, really nice for a
portfolio piece. This would be definitely,
definitely good. And we can rotate a
little bit here if we go to a side view to
see more of what, to do, more of a front
view of the character. And let me show you a random. There we go. So as you can see, yes, we have a little bit of distortion here, but it's not that
bad that we can't appreciate the
character and the, unless you're really
looking for it, it's actually rather
difficult to see. Here, what I would
probably do is just duplicate the character like the pose that I have right here. And the manually,
just like racecar up that area with the
sculpting brushes here inside of Maya to fix
that a little bit of a thing before
exporting to aren't real. So we got the post guys, we got to pose ready and
we can now start thinking about the construction
that we're gonna be doing inside of real. So we're again on
the home stretch. This is the last final
bits of this thing. We're going to prepare
this new asset for the exporting process and we're gonna be exploiting
the first wall. So hang on tight and I'll see
you back on the next one.
93. Unreal Engine Lights: Hi guys, welcome back to the
next part of our series. Today we're going to continue
with the preparation of our final render and that
we're here inside of Unreal. And we're going to create
our little studio setup. Now, there's a lot of different ways in which
we can create this. Or you have like started
assembling our stuff. Actually, I feel like
this is the final pose. By the way, we, we finished
this in the last video. And I'm going to save the scene because
we're gonna be using this character posts to
export the assets from here. Again, just wanted
to be very clear because sometimes we oh, my God, we get some
messages about like, oh, it's not the complete
or is not the proper way. I know this is not
the proper way. This is just a pose like a
quick skeleton for Boesky. Now, I'm going to close my yeah, we're going to work with this
guy for now because it's easier to just set up something here
instead of from real. And then once we have
the proper light ready, we just start bringing
everything that we need for our rent. Sorry about that. I got
sneezing attack again. So I'm gonna delete the floor. We don't need it. We're
gonna build our own. And if we go here to
start your content, there's this architecture
option where we can start building something
a little bit better. The cool thing about the
architecture is that it has this gray material or
really like setup. So it should be fairly easy to build a photography studio. Now, the way we're gonna do
this is we're going to go for this sort of like portray the fact if we grab this
light and we delete it, we're not going to have any single light to be careful with that because we
do want to have that one, but we're going to use
that as a secondary light. Okay. Let me bring this in. Again. I'm going to go to this layer. I'm going to bring
the intensity really low to something like a 0.1. Maybe like a one. There we go really low. I like to do this
with my lights, especially when they are working as sort of like ambient lights. Because I want to make sure
that we get a nice effect. Now this source angle,
we can change it, as you can see, that's
going to soften the shadow quite a bit. I'm going to go even lower, 0.5. There we go, really, really
low because I wouldn't be able to control my
portrait light here. Now I do want to have a
background or backdrop. So I'm going to
duplicate this thing, rotate this 90 degrees,
and push it up. That's gonna be my,
my main backdrop. And let's start
lighting the character. We're gonna go over a very, I think we're going to go
for a dramatic lighter, a little bit more
dramatic than usual. So I'm gonna go
here to my lights. I'm going to use this spotlight. Spotlights are great
for this sort of stuff. Because we're gonna be
able to control really, really nicely how we want
the whole character to look. So this is gonna
be my key light. And it's going to
be like pretty much eliminating the character
from like a top, like a top front view. I want the eyes to
be casting some are very nice shadows on the, on itself, like this. Dark shadows. There we go. It looks really nice. Now
we can change the radius. This is the size of the light and that's going
to soften the shadows. As you can see. Soften
the shadows a little bit. They're the ones that have a super harsh
shadow right there. And then what we can do is we can increase the
intensity a little bit. I'm gonna go a little bit
higher on the intensity. I want to oh, I don't
want to overexpose, but I do want to
see the true colors of the character like that. And see how nicely this to
start like building something. Now imagine this character
again with the pose that we're gonna be having and it's going to look
really, really cool. Now I'm gonna go
back to the skylight here and I'm actually going to use this as a field lights. I'm going to rotate
this around so the light is hitting
the shadows so that the other side right
there and it's going to soften the shadows a little
bit so it's not as intense. And finally, we're
gonna go back here for a very traditional rim light. So we're gonna go
again lights and I drop another, another,
another direction. Now, we're going
to drop another. What's this word at other
spotlight right here. So by dragging this
spotlight into the scene, we're gonna be able to
position this outside. I'm going to make the cone
angle a little bit smaller. So we only get the sort of
like a rim light on the, on the shoulders
of the character. One thing I'd like to do
with rim light since I like to give them a
little bit of color. So I'm going to position
this right around there. Right around there. Rotate them around. There we go. You can see the rim light there. Increase the intensity to
really kick in the room light. And we're going to go for it. A cool color here. The cool blue color. There we go. So again, you can
imagine that this is going to be like the
shadow we're going to have and the character
is going to be giving us this very
intense effect. Now we can go back
to the skylight and start increasing the
directional lights, start increasing the intensity, something like a one. Just so that we get
a little bit more light into the scene. I don't want to see the sky. That's why I'm creating
this big blocks right here. You're going to
be like my walls. And I can just open
it up really big what I get back and we
can just move this up. That way we can focus only on the character is going to be
like a cinematic portrait. Talking about portraits, one of the things that we
need is a camera. So we're gonna go here
and we're going to add a cinematic cameras,
scenic camera actor. We're going to have
it right here. And as you can see, this
pseudonym camera actor has the little viewport
over here that tells me what this
thing is seeing. And I'm gonna be using this one to properly position
this one over here. Now I'm going to pilot
this camera to pilot that you just right-click
and say pilot the camera. Pilots. That way we're gonna
be able to talk properly focus where
we want the character. So the cool thing about
using a cinema camera actor is that it has a
couple of presets that make it really,
really, really good. Degenerate, very
cool looking images. First of all, it works
like a traditional camera. So for instance,
the focal length, we can change it to
something like 55. And we're gonna get a more
like a flatter effect, the flatter depth of field. Another thing that
we can do is we can actually like again, if you think about
how this is gonna be focusing on the character. We have focal length so we can
change the focus distance. You can see the right now, we don't have any focus settings, but we can set this to manual. And if we click something like
this character right here, the character is going
to be in focus and everything else is
gonna be out of focus. We can intensify
that by changing the current aperture,
we go really low, like a one-point for we might be able to bring that
down quite a bit. You can see this as the
debug plane. There we go. So that's what
we're focusing and everything that's not there. It's going to be our
folks are it's going to be losing focus a little
bit faster. Okay? So, yeah, that's the
cinema camera actor. Again, this is shorter. This image that we
have right here, this we can literally
just export at anytime. And this is going
to be our render. Now when I add a
little bit more light into the scene because it
looks a little bit too dark, especially on this side. So I'm going to get out
of the pilot camera. It might look weird
here on the preset, but that's because it has some, I think it has some Alda
exposure over here. If we go down here
to where is it? Believe it has same thing like the eye color
correction thing. There we go. Exposure. We're gonna do metering. We're gonna do manual metering. And then we're going to use this to bring the exposure
to where we want. This case, something like a six or a seven seems
like a good number. And that way we're not gonna get any sort of like
automatic thing. So you can see this is roughly the shadow we're
going to go for, and that we can add more lights. So for instance, we can literally grab this
light and if I like it, the cone angle, even smaller. And I can be like,
hey, you know what? I would like to have a
little bit of fluorine light coming from this other
side right here. Bring this down and rotate this. Hits this back part
of the character. Maybe increase the cone
angle a little bit. Again, if we check the camera, this is where we're gonna
have now we're going to have another like rim light
coming from this side. Maybe the intensity
of that light is a little bit too much. So we can make it a little
bit not as intense. And we might want to have like an extra light from the top. Maybe I'm going to add a, like a basic light, just a point light
top of the character. Very important.
The source radius. We're going to really
increase it to have a really soft shadow. It's kind of like a lamp. We can make this warmer. You can use temperature, by
the way, similar to Maya. We can make this warmer. And look how nice We're
getting this composition. Look at that, right? The shadow that we
have under the arms. A little bit too much for
my particular tastes. I'm going to bring this down. I'm going to bring
this to the side just so that that light
is not as intense. Not sure if this
source angle, yes, the source rate, this
is way too much, so I'm going to
increase as well. We don't have that
much source angle. Now you can see
we're getting this little symbol right there. That symbol is pretty
much telling us, hey, you have two lines that
are really close to each other and you're not
getting the best option, we can change the source radius or sorry, the
attenuation radius. So it only affects
that guy right there. And same for this one. You can choose your
generation radius so it doesn't interact with
the other point light. So if you have two point
lights that that gets tricky. That's why we're getting that. I think the shadow
calculation where you can get as
many lights there. Something like that,
that looks really good. Really, really, really good. So hopefully with this guys, you can imagine how we're
gonna be able to pilot. This is the sort of like shot that we're going
to have with the hair, with the elements and
with everything else. Now, I want to show you
something really cool. We're gonna go to the
blueprints here, the particles, and we're going to add a smoke, a nice fire and smoke inside of the math of
this thing right there. Look at that. That's a way, way
too much of course. But I believe we can make
this a little bit smaller. And we can rotate this so that the smoke is going
to the outside. And you can see that the sprites and things are not
working perfectly. But yeah, this is how
we're gonna be doing it. Then I'm going to
grab this a smoke. I think on the concept
that was just smoke that was coming out
of the character. There we go. Let me get out of the camera. And let's sort of
like preparing that. This is one of the
reasons why I wanted to bring this character
all the way to unreal, because it's gonna
be a lot easier to, what's gonna be a lot easier
to do this sort of thing. So this thing, let's move
it to the other side. This guy is like smoldering hot. So that looks really cool. However, it's a
little bit too big. Let me see if we can
scale this down. Let's try 0.5. There we go. It's a lot closer to
what we're going for. Yeah, look at that. Now we have the smoking effect
that the character half. And we're gonna be able
to render this out. We can even render a video with this with the character just
like staring at the camera. If we have like a full
proper rig and everything, we could maybe
make the character like like breathe and stuff. But unfortunately, we're not gonna be able to cover
that in this course. But yeah, look at this,
like not freaking bath. The character is ready. The light seen here, it looks really good to me. Of course, we can keep modifying it and k by adding more stuff for more
light changing things. But as you can see, thanks
to lumen, we get a super, super cool effect
here on the element. So now we're ready to
start bringing things here into, into, into real. But first I need to
explain how we're going to convert all of the
curves that we did for our hair so that
we can bring them in as as a specific group systems. So make sure to save
hearing are real. We want to make sure that all of these things that
we're doing are safe so that this nice
rendering scene is ready. And I'll see you back on the
next one, guys. Bye, bye.
94. Fixing the Mesh: Hey guys, welcome back to
the next part of the series. Today we're going to continue with the exporting of the post, but I'm going to fix it first. So since this pose is separated from everything
else on the skeleton, everything is exactly where it's supposed to
be, which is great. I'm just going to Control D. I'm going to duplicate it. So this duplicated
mesh that we have right here has exactly
the same material, is exactly the same pose. But with one very
important difference. It's separated
from the skeleton. So I'm going to hide the
skeleton, hide this mesh and we're gonna be left with
a decimal right here. I'm going to isolate that. And the inside of Maya, we actually have
some interesting sculptural so we can use, which you can find here
on the sculpting TAF. So let me just get rid
of them. Until now. There we go. So for instance, we have this option which is just like the moon
brush pretty much. We can make this big, That's big, probably there, and we can smooth out here. I'm gonna get rid of symmetry. I'm just going to smooth out
some of these elements right here so that the mesh
is slightly nicer. And then we can literally
just recover the mesh. Just be very careful
because this is definitely going to destroy a
little bit of the textures. That as long as
we're being careful, we should be able
to recover most of the like that autism
is dorsi muscle, which we have right there. Same thing for instance on
the back like if you want to do in a fix a little
bit of the back muscles. Again, this is not production, but it's gonna give us a
nice result for our renders. We can modify some
of these things. Same thing for the fingers. Let's make this really small. And we can just modify a
little bit of the fingers, especially like on
the nails and stuff. Things could destroy, could just smooth out
there a little bit. Just like get this things look
a little bit nicer, right? It's going to try to
recover the shape and the, and the
forms that we had. Some of those details are like We're never going
to see them, right? It's just a nice little touch. Their hand looks really good. So yeah, that's one
way to fix the mesh. So now we have this mesh ready and we need to
export everything. We're going to export
all of the meshes. So I'm going to select
the character, the skull. I'm gonna select
this guy right here, the belt, this guy right
here, the mesh, this, this, this, this guy, this guy, this guy, this guy, this guy and this guy. Ok, careful here. We modify this a little bit, so should probably fix that. There. There we go. So again, I'm not going
to do select all meshes because we might
select the hidden mesh which we don't want. This is the post character, which is the one that we're
gonna be taking into unreal. Don't worry about
the hair just yet. I'm gonna, again, I'm
going to have to go here. Let's graph that
guy right there. Soft selection. Let's push this up a little bit So it's
on top of the belts. Thing for the for the necklace. That might be good idea
to move the point. Like they're just rotate it out. So it's just like barely
touching the character. So, yeah, just give
a quick check here, for instance, that remember
that developed buckles. Let's move them into position. Here we go. This guy right here. Let's set the field point. I have to reposition
them where they're supposed to be,
right around there. Everything else to be in place. So that gave me the lead. We don't need it anymore. And again, we'll just select
everything, all the meshes. They should be less meshes
because if you guys remember, we combine a lot of things. So all of these guys will
just select. There we go. The eyes are combined
and everything. This little guy is right there. Make sure we're not
forgetting anything. Tail cu on this guys. I'm going to say File
Export Selection. I'm going to call
this, we're going to go into assets, render. I'm going to call this
virus final model. Everything should have been
exported perfectly fine. We can jump into on real
or not, not just yet. We're going to jump into
unreal in just a second. I'm going to hide
everything and we should be left only
with the hair. Now, this, all of this
here descriptions, we want to export them
exactly where they are in order to have
them inside of Unreal. And we can do that by doing
a couple of steps here. So the steps that we're going
to follow, first of all, you guys remember at the
beginning of this whole thing, I told you that we were using the traditional
extra thing, but we're going to
have to convert this to other elements. So, well, I'm gonna do here is I'm going
to go to first dy. We're gonna go to
the descriptions. We need to grab
the descriptions. Remember the description
is that little extra we have right there. And I'm going to start with
the upper description. So it's gonna be the
most touch base. Mustache breaks for your base, side, beard and eyebrows, beard break up all of those for those elements, I'm
going to select them. I'm going to go to
the upper section. Two effects are actually
two, modeling and generate. And here instead of generated, we have all of this
action things. And there's an option
that says convert this to interactive group. We're going to convert all of these groups into an
interactive group. And we're just going
to hit convert. What's going to happen
is all of these are now interactive grooms. Interact decrements is slightly different than the
traditional groom. I mentioned before that it's
like the new way to work. It's a little bit
more interactive, but they don't find
it as controllable, especially when teaching
the basics of action. I feel like the traditional way. It's a little bit easier to
explain. Now what they have. Now that we have this, we need to export all of these things, all of these elements
into curves. We need to convert all of
these elements into curves. So I'm going to select all of these descriptions that
we have right here. And I'm gonna go to the
generate menu again. And we're going to look
for the cache option. And we're gonna do something
called export cash. I'm going to click
the little option box and we're going to select a
couple of things right here. First of all, we're going to
select the current frame. We're going to select up here, right, final width.
This is very important. We're going to write
the final width. And we just wanted to current
frame. And that's it. We're going to hit Export. It's going to send us somewhere. We're going to go here into render and we're going to call this thyroid most beers curves. And we're going to hit Export. That should export all of the elements that we
just had intercourse. Now, how do we know if this
is going to work or not? The best thing is to open
another Miocene and just check to make sure that we're getting them in the proper effect. Now one thing here
that I might have forgotten, give me just 1 s. I just want to make sure that
when I export it this cash, we export this as
an Alembic Cache. There we go. Yeah,
it was Olympics. So as you can see, 4.333 mb and then we have
thyroid births curves. So again, to know whether or not this
thing worked properly, we're going to go and open
another Miocene here. I'm going to say File Import. And then we go to
the render options of our assets folder. We should have our we're
gonna go for all files. And this should be the curves. And if we import, There we go. All of the curves
are right here. So as you can see,
every single hair has been converted into a nerve curve and
the inflammation of that here it has been
combined into this element. That's the beard. The whole thing. The whole beard is right here. Every single bit of the
beard is right here in the position where
we left it inside of our post a character. Now, the last thing
that we need to do is we need to bring
this thing into Unreal. We need to bring
this Alembic file. So let me open them real, real quick and I'll show you how we import this inside
of the engine. Actually, another
way to think of it, I'm going to leave the
importing of unreal into another video just because I'm the one that
confuses the titles. So we're just going
to finish the exporting of this other part. Belt for scared. But I'm sorry. Belt for skirt, shoulder and left skirt for which are going
to be the same color. And we're going to
grab all of those. And we're going to generate convert to interactive
groom convert. And then shoulder for
right, left belt. We're going to go back to
generate and we're going to export a Cache. Export. And this is gonna be
not the thyroid birth. This is gonna be
theorise for okay, export that same
thing and expert. There we go. So that's it guys. That's how we export the mesh. Now, I do want to
show you how to re-import the mesh
inside of our real. So let's go back here. Let's go to our
level of real quick. She's just render map level. I'm going to grab
the character and I'm actually going to
delete everything. As you can see, there's a
lot of thyroids things. All of this thyroids things
we're going to delete. We don't want to have
any repetitive stuff and that we're going to
bring it into character. So file over here, I'm going to create
a new folder. And I call this final pose. Since I textures, That's fine. Right-click and we're going to import to this
folder right here. We're going to the final mole. If I hit Open now, it is going to combine
all of the atoms, but actually when they
combine every single thing, so let's say combine
the meshes here. I'm just going to
say import. All. You remember that was one of the settings that we've
mentioned before. What this will do
is it will import a single static mesh with all of these
materials right here. So if I drag and drop
this into the scene, now we have the proper thing, however, well, we don't
have the proper materials. However, what we
do have are all of this material slots that we can very easily go over
here and just replaced. So that's the belt. And we just drag and drop
the belt. Where is it? Belt? Those are props. Upper props. So upper props
under props, under props. X, DX, AX, lex, lex virus, body, body. I, I, corneum. Corneum. Send their surfers want
to send their surfaces one and tear duct. We're just going to
copy the cornea. And there we go.
So as you can see, we have successfully
imported the pose. It's right there where
it's supposed to be. And if we take a
look at the camera, look at how magnificent this, this was going to
say a bad word, but this dude looks,
look at that. Great. Now we'll just
move this thing. Oh, not the camera. We move this thing
into the skull. And we're going to have this
very cool looking pulse. Look at that. Great. So he looks pretty cool, but we're still missing
the beard, right? That's gonna be on
the next video. I'm gonna show you how to import the beard here on
inside that from real, because there's a
couple of things that we need to
take into account. So hang on tight
and we're about to finish this with the beard
inside the form real. I'll see you on the next video.
95. Importing Fur: Hey guys, welcome back to
the next part of the series. Today we're going to
continue with the importing of the first, one of the final steps. So we already have the
Olympic things right now. There's one very important thing that you need to do before you try to import DLM
mix here into Unreal, you need to go to edit
or sorry, windows. So now added plugins and
you need to look for groom. If you look for groom,
you're going to have this to plug-ins that you need
to activate on my computer. They already have an
activated and therefore, I don't need to
restart the engine, but when you activate
them, you're going to have to
restart the engine. Alembic grooming
Porter and grew. Once you do that, I've created a new folder here
on my thyroid like main folder and I'm
going to import the Alembic of the beard. So this one right here,
I'm going to hit Open. Now, this is what
you should get. As you can see right here, this thing is at the it's just telling me that
the Olympic file is valid, that it has uv, uv, so the color is just gonna be one color that we're
going to sign right here. And it's pretty much
ready to be important. So if I import this
thing right here, I'm going to have
this groom acid. And this is the group
that we're gonna be using here for our character. Now, I'm going to
warn you again, since we're doing things
that are not like perfectly, they're not the way to
do it for production. This is just for presentation. You're going to have to
import this thing right here. And as you can see, it's not
exactly on the character, even if we zero out
everything here. It's not gonna be on the
character, which is quite, quite unfortunate, but it
has a relatively easy fix. First, to position this where the character is
being generated. I'm just going to
grab the character, as you can see, it's 670 -30. So I'm gonna grab
this guy right here, not that one. This
guy right here. I'm going to say 670. And then here is -30. Actually, I think that
was Sarah is here -30. There we go. So from there I should
be able to just rotate this a -90 degrees. And now it's going to be roughly on the area's not
gonna be perfect. And the reason why this is not perfect, you might remember, Oh my God, really rarely. No worse, we're back here. Yeah, It's unfortunate,
but it happens. So again, we're
hearing the groom, we're just going to
import it again. And I was saying that the reason why it's not exactly
where it's supposed to be is because it remembers
a different sort of orientation and we
pose the character, so it kinda like freaks out
the transform of the object. So here again, 670 and a -30 is going to
be the magic number. There is zero everywhere else,
there's going to be -90. And the beer should be really close to the position
that it should be. Now up here you can
turn off this thing and this thing which is the
rotation and the movement Snapping so that
we can more freely move this thing around and tried to find the
proper position. You can see I'm just going to
keep rotating this until we align it to the character as close as possible to where
it's supposed to be. And that pretty much matches it as you can see right there. So there we go. You got the character who they
are inside of the engine. So now, how do we change this? How can we make this thing
look a little bit better? Well, first of all, I
think the hair looks nice. I like that sort of
like beige, old color. That's great. Like blonde. But certain things are like fading allo but it kinda looks
like the hair is floating. I do think we are on
the proper position, but the reason why
it looks like it's floating is because there's
a couple of settings that we need to change
in regards to the tips. Are we doing on the
proper position? And we can rotate it
a little bit less, then just move it a
little bit more. Here. There we go. Again, just like finessing. That one, it looks a
little better, cool. Yeah, that's way, way better. It's a little bit low though, so let's bring it
up a little bit. Not that much. There we go. So now if we select the hair, we are doing a little bit of overlap now on the,
on the eyebrows. Again, a little bit finicky, this like setting,
but there we go. So if we select the hair, we can go down here to
the options of the hair, of the groom system. And we have the hair width,
for instance, right now, it's using the hair with the
we technically assigned, but it might be a
little bit bad for you. So you can click this thing and play around with how
much thickness we want. It can be really, really thin or make it
a little bit thicker. I'm going to make mine
a little bit thicker. Just so it looks a
little bit older. Probably not that much though. It's 2.1, 0.15. There we go. Now we can also change the
scale of the root, for instance, make the
route a little bit smaller. And we can change the
scale of the tip, make them a little
bit smaller as well. It's going to fade it
out a little bit more. And that should give us a
really good result right there. Now, the eye, we lost
some, I think here. Let's go back to our surface. There we go, That's
it. That's the bad either we have right there. So as you can see, that's how we get it in here. Now, remember how the
groom had CB counts. See how we're getting
this very jaggedy hairs. That's because some of the
CB counts were set to five. And that's going to give us
this very jagged the effect. It's going to keep it
relatively low performance, but it's going to give
us that sort of effect. If you want your
hair to be super, super smooth, we're
going to have to increase the CB count. But that's also
going to increase the overall effect everywhere. Now a couple of
other things that we can change here on the groom. There's an option
for shadows if we want to make this a
beard way deeper. Can change this hair shadow
density and push it up. As you can see, we're
gonna get a lot of the shadows on the beard, which is gonna give us
where we're more depth. And I think that makes it look really, really,
really cool. So yeah, that's it. It's as easy as that. Just drag and drop
the specific element. And we're going to be here
inside of our unreal. I do think we need
to bring this down, so I'm gonna bring
this down to zero. There we go. That's
closer to what we have. Feels a little bit low.
Let's try 0.5 points. You will 25. That's
a little bit closer. I think. It looks
really, really cool. Kinda reminds me
of the photo that JK Simmons took of himself when he was going to the gym
and getting pretty ripped. So yeah, that's that's pretty much it for the
fruit of my friends. There's of course,
things that you can change in regards
to the materials. If you feel like the materials
are not looking as great, you can go here
right now it's using a basic like here material, which is this one right here. The basic here
material is nothing more than default material. And then on the options here, as you can see, the shading model has
been changed to here. It has a 0.5 roughness. We can make it glossier. We say like 0.2 and we save. It's going to look a little bit shinier as you can
see right there. So the more oily and we can
change the color as well. So if we want this to be wider and change the color right there, it's
going to be white. Kids can be green, blue, whatever color you want. There's of course, other
ways to make this here way more interesting with
more color variation. But for now, we're going
to keep it simple. It's a very nice beige
color right there. I think the shininess is
a little bit too much. Also, the width looks a little bit too much, to be honest. It looks like a broom. So I'm gonna go back
to points 12th. This thing a little
bit thinner as well. The show density to the hair
looks a little bit thinner. There we go. Now further, I'm actually, this is the second time I've
recorded this part because the fur has a little bit of an issue where when I
tried to import it, the thing here on the skull does not match
with everything else. So I'm gonna go back to Maya. I'm going to select the
descriptions down here, but I'm not going to select the shoulder for I'm going
to select the right skirt, the left skirt, and the belt. Okay? I'm going to say cache, alembic cache or
sorry, generate cash. And we're going to
export this cash. And it's gonna be there's
gonna be the expert. Yes. Let's start with that one first. So we're gonna go again
here to the firm. Let's save everything before
something bad happens. I'm going to say import. Going to infer the open
seems to be working fine. But if we bring
this here, again, it's going to be a
little bit difficult to find the exact spot. So -96, 70 -30, and that should
get really close. It's not exactly there. You can see this one
is slightly offset it so we're gonna have
to we didn't rotate. I remember we didn't
rotate the belts. Technically, we shouldn't
need to rotate it this much. Or maybe we just rotated
this a little bit here. Let's see how it's
slightly skewed. Like, I don't
remember this thing being so close to the surface. Probably going to be
right around there. There we go. So it's gonna be the
secondary patch again, just want to make sure
that it's not like floating around or anything. It seems to be floating
there a little bit. I'm not sure if the
scale is right. It should be though. If you need to scale
it down a little bit, we can also break this thing and just like lightly
scale it to make it. Here's where it was
supposed to be feeling. There we go. That's
refer that further. Of course, we can go and
change a couple of things. For instance, you can
turn on the width so that we can get a thicker
effect right there. And it looks a
little bit better. It was so weird thing. I'm not sure why this thing
unfolds itself like that, but moves itself like that. To find the perfect position. That one looks the best. I think it's a little bit
long. Still floating. I'm not sure if it
thinks that we modify the asset because we certainly
didn't not that one. But yeah, like that
doesn't look half bath, so just push it a
little bit over there. As long as we don't get
something that looks extremely horrible for now, I think we're in
a good position. Now. We definitely want to change
the color for that one. So I'm going to create
a new material. It's going to be for color. And in here I'm gonna
change this to here. I'm just going to
work like a here. We need a base color. I'm going to press the
number three and click. It's going to create a color. It's gonna be the base
color of my hair. I'm going to press
number one and that's gonna be the roughness. Roughness is going to
be relatively rough, let's say 0.6 and color, I want to go for a dark brown. So let's go for this
really dark brown color. Hit, okay? And if we select this guy
right here and we navigate, should be able to drop
this one right there. Not letting me drop it. Why? Let's navigate to
where this thing is. That's another option that
we can do right here. We can duplicate this guy. Then this here default
material goes in there. Then this one is the
one that we modify. Very common thing to do
shins either from real, duplicate one thing, and
use it in the marketplace. So now as you can see, we're going to have this dark for coming from the
size of the characters. Just nice patch right there. And we're of course
going to have to bring now the other one which is the shoulder
for so same deal. You know what it could be? It could be the action
is not updated. Really weird. Now it seems like it's like it's in the position
that it should be. So just grab this guy. Cash or sorry, generate cash and we're going
to export the cash. And this is going to be
thyroiditis for shoulder. Now we go back to
a real we're gonna say we're gonna go back to our all the way to
the thigh rows, groom, import, and we're going to import the
thyroids for shoulder. It's valid, which is great. Cyrus for shoulder. 670 -30. Zero, that's the origin, -90. And it should be lows. It's the other way go. That's 180 there. The third right there. And it's just a matter
of rotating this binding its proper
placement right around there with W. Push it so that it matches
its location. A little bit to the side. We go. You should
see it right there. Let's select this
guy. I select it. Turned on the hair width so we can see a little bit better. There we go. Look at that beautiful. And again, we can go to
any of the other ones. Locate this guy right here, and select this guy
and just assign the same sort of like
dark material to it. That's it. With that, my friends, we have successfully imported a for and the character
inside of our unreal, Let's pilot this thing. Very nice close-up
there for a character. There we go. Great. So now the next part then, I think this is gonna
be the final video, my friends is I'm just going
to show you how to export a really like a final image
from this guy, like a render. And how to do a small like
push in with a camera. So we can get like a, like a five-second
video of the particles, just like moving along into, in this visual here. Now, I do think we
need to more lights. I'm going to go to my
directional light here. I'm going to push the
intensity to like a two. So we get a little
bit more light here on the scene, maybe like a 1.5. There we go, because things were getting a
little bit too dark. We can also change that here
on the Sinek camera actor. We can go to exposure and
remember we can import, export or increased
exposure here. **** am I not seeing this? Oh, right here. Let's make sure that on the ball and the post-processing
know we don't have the local exposure.
Now we're fine. That's weird. Well, you're going to
see it outside here. So here we can see the camera. So we can increase
the exposure a little bit and increase it to
something like an eight. But what I'm gonna
do is I'm gonna go to this guy right here. And they should have a
very basic material. I'm just going to
go to the color. I'm going to make this
color a little bit darker. That way when we see the
Wendy's see, we see the camera. Let's just save
everything and we go. So when we see the
Senate camera actor, the character is going to
look a little bit better. It's pilot. And
look at that. Cool. So, yeah, there we go
with friends. Oh, good. This with successfully arrived to this final
presentation again, remember, it's presentation,
this is not production. We stopped to
production when we, when we did the grooming on
the T pose of the character. This is mostly for presentation if you're
gonna use it for your portfolio or for art station or for
whatever you need. This is what we are going for a final presentation
of her character. So yeah, that's it
for this one guys, hang on tight and I'll see
you back on the next video.
96. Exporting Videos: Hey guys, welcome to
this final video. This is the farthest going
to be the final video here inside of the series, there's probably going
to be one more video of the closing of
the whole series. But yeah, this is just the exporting of the
view here inside of our real. So this is the shot that
we have right here. I really like this shot is a little bit to the
side, which is great. By the way, if you want
to grab any assets from from a like on any of the things
that we might have here, like here on the
starter content, there are some models and
prompts, chairs and stuff. Like in this case, I don't
think we really need anything. I want to keep it
really, really clean. But you can download
materials or elements from the library or from the unreal library
or the marketplace. And you can create a little
bit of a better composition right now I'm going to keep
it really simple like this. So what we're gonna do is
I'm gonna go to a thyroid. Again. I'm going to
create here something called a level sequence. So the level of sequence is
what we're gonna be using to record something
inside the form real. So I'm going to go right here, and this is where we're
going to save it. We're going to call
this thyroiditis Render Render Sequence. Let's call this. When we do this, we're going to get this timeline right here. It's the sequencer. You can also double-click on the little thing that what you got here
and that's going to allow you to get
into the element. And we wanna do is we
want to add the camera to this track because this is the check that we're
gonna be using to render. So if we add the track here, we can add, or literally, you can just go to
the your objects here and just grabbed
your similar camera actor and drag it in here. And there, we will
have our character. Now, I can see that the image
is a little bit exposed. So that's a little bit worrying, shouldn't be that a
little bit too exposed. Let's keep it at seven, which was the number
that we'd like. So what I'm gonna do
here is I'm gonna go to the Transform
options of the camera, and I'm going to set a key, it's going to add a keyframe to the current location
of the camera. Then I can define how
many frames I want. In this case, 30
frames per second. If we want 10 s, that
would be 300 frames. But the hundred and 50 s
is usually a good number. So 5 s, I'm going to
push this to 150. I'm going to push my camera
in a little bit like this. So we get closer to
the character at that. And I'm going to resample the focus distance
because I definitely want this character
to be in-focus. We're also going to have to
go here and set a keyframe on this focus distance and set
a keyframe on the transform. Then I'm gonna go back here. Actually, it didn't register. So here. Let's go back
to frame one. Frame one. We're going to sample the
distance of the character, that's 900, 870. We're going to set a keyframe
to 870. There we go. And now we're going to move
our camera to frame 150. And in frame 150, we're going to push in with the character. So we see a nice little close-up of the character like this. And we're going to set
first the transform. There we go. So now the
keyframe has been set. We select the character that's gonna be the focus
of the character. And we set a keyframe there. So we're going to have
here, as you can see, is the movement of the
camera pushing in. Now, to render this out, you just need to hit
this button right here. Go to the render options, and we're going to select
what kind of render we want. Well, we want the
full HD Render. We want 100%
compression quality, so we want, or we want, we can use no compression. I personally like to
export this as jpegs, so I'm going to go to
Image Sequence jpeg. That way we're not going to have any compression problems. As you can see, it's
gonna be exported to the unreal project to the same the folder and then to the Biggio captures 30
frames per seconds is fine. And yeah, that's,
that's pretty much it. Once you're happy with this, we just say capture movie, safe. And what's going to happen? It's going to start running. And once it starts running,
it's going to start saving. So we're going to see the smoke as well, calming and everything. And there we go.
We can go now to our folder very quickly here, two thyroids character,
but not here to that, to the actual BD
and not the videos. That's where I save
all my videos. Thyroids project
equal to the safe. Video captures and look at this. We're going to have all
of the images ready. So this is our animation and see how fast that
animation rendered like if I wanted to
render this animation outside of Maya or from Maya, it will take me at least, at least like three
or 4 h. However, here we do not real, but utilizing this effects, we can very quickly render
the full character. So, yeah, that's it guys. There's really nothing
else that I can tell you. You can use the sequencer
to render a single frame, multiple frames, multiple
camera movements like whatever you want. And you can animate lights, you can animate characters, you can animate pretty much
anything you can think of. And once you do that, again, you can produce as many, as many different
variations of your project as you want and present
those in your portfolio. We can do a turntable
by, of course, animating the camera around the character and this
image right here. We can then take, of
course, anywhere we want, such as Photoshop
or After Effects, or any other place to get a
really, really cool result. So, well, we've
arrived, my friends. This is the final
section of our process. This is a DNE. There's one more thing
I wanna do though. One more thing. If you are a fan of filters, you can use a couple
of things here. For instance, we
can add a volume. There is actually already
a volume like a ****, have this exponential
height fog. And we can give more
density to the fog. If we bring this all the
way to like one or like a four or five, there we go. And we can play around with how close or not this thing is. The start distance, like
there's a little bit of a feel, it's definitely going
to make it darker. I don't think it's going to
really benefit me right now, but it can work in the scene, the camera, actors, a lot of
things you can play with. You sought the exposure. If I change the exposure,
something like eight, I'm not I'm not
gonna see it here, but I'm definitely going
to see it down here. And there's other
things we can do. There's like
Chromatic Aberration. If you want to add a little
bit of chromatic aberration, there is like a lens flares. If you wanted to add
like lens flare as well. Like there's so many things here on the
post-production effects. Again, this is not a real class, but there's a couple
other cool things here. Temperature for instance, we can play with temperature
if it's too cold, if it's too light,
we can change this around and get a
slightly different feel. We can change the color or the
saturation of the shadows. All of these things
that you would normally do in the post-processing
world, you can do it here. And if I were to go here, a very important if you're
gonna re-render things, you definitely want to go. And there's an option
here to overwrite existing so that you don't get double the
amount of elements. So we captured this now
and we set the render. We're gonna get this
very cool looking. In fact, you can see that the exposure is a
little bit better. There's a little bit of
extra fog right there, and we get a slightly
different result. So, yeah, that's it guys. Go and have fun. Finish your character,
finish your textures, finish your posts, and
there's your grooming, finished everything, all of the necessary steps and go make amazing looking characters. This is it guys, this is the end of this
journey right here. My name is Abraham Lille
and I'm going to see you on one final video
after this one.