AI to Avatar - Turning AI-Generated 3D Models into Assets you can Actually Use | William Forrest | Skillshare

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AI to Avatar - Turning AI-Generated 3D Models into Assets you can Actually Use

teacher avatar William Forrest, 3D Generalist & Motion Designer

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:51

    • 2.

      Overview

      2:29

    • 3.

      Generate the Concept

      2:17

    • 4.

      Generate the Model

      9:00

    • 5.

      Remesh the Model

      11:43

    • 6.

      Upscale the Textures

      3:21

    • 7.

      Combine the Textures

      9:32

    • 8.

      Transfer the Textures

      6:45

    • 9.

      Paint the Textures

      16:39

    • 10.

      Rig the Avatar

      5:15

    • 11.

      Animate with Motion Capture

      18:41

    • 12.

      Quick Render Setup

      3:57

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About This Class

Course Description:

Unlock the next level of 3D design by learning how to transform raw AI-generated models into polished, production-ready assets. In this hands-on course, you’ll explore a streamlined workflow that bridges cutting-edge AI tools with industry-standard 3D software to create optimized models for games, animation, product visualization, or digital art.

Whether you're a 3D artist, game developer, or creative technologist, this class will teach you how to:

  • Understand the strengths and limitations of AI-generated 3D models

  • Clean and retopologize messy geometry for optimal performance

  • Refine mesh details and UV unwrap for texturing workflows

  • Bake and apply PBR textures using tools like Substance Painter

  • Quickly rig and animate a cleaned-up AI-Generated character

We'll work through real examples—from importing and evaluating raw models to making them usable in a professional pipeline. By the end of the course, you'll have a complete understanding of how to turn AI-generated concepts into high-quality, production-ready 3D assets.

Who This Class is For:
This course is ideal for intermediate 3D artists or designers who are familiar with basic modeling and texturing tools, and want to explore the exciting intersection of AI and 3D asset creation.

Meet Your Teacher

Teacher Profile Image

William Forrest

3D Generalist & Motion Designer

Teacher

Hi, welcome to my teaching profile on Skillshare! My name's Will, I've been working as a 3D Artist for 8 years now. I've worked for such brands as Pandora, BBC UK, Epic Games, FIFA and The Olympic Games (IOC).

I've been teaching since around 2010, around the time I began working in 3D. Over the course of my career I've gained proficiency in Maya, Cinema 4D, Substance Painter, Unity, Unreal Engine, After Effects (to name a few).

As an artist I feel it's important to keep your workflow as fluid as possible, with the ability to explore and experiment with new ideas. My courses will show you how to overcome some of the less-intuitive techniques in 3D, giving you the freedom to get creative, and eventually get paid... See full profile

Level: Intermediate

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Transcripts

1. Introduction: Hello. My name is Will Forrest. I'm a three D artist. I've been working in the industry for about 15 years now. During my career, I've worked on TV, stuff, virtual reality, some games and product rendering, as well, all sorts of different things. More recently, I've been doing a lot of AI based motion capture, character retargeting and making promotional videos for, you know, the new wave of AI startups, demonstrating what the new technology can do. I thought I'd put together a course, having discovered some really interesting, new AI generated three D models, technology that is pretty mind blowing. It's still not quite there, but with a bit of tweaking and a bit of editing and a bit of three D know how you can get those models working in your game. Welcome to the course. In this hands on set of tutorials, you'll explore a streamlined workflow that bridges cutting edge AI tools with industry standard three D software to create optimized models for games, animation, product visualization, or digital art. Whether you're a three D artist, game developer or creative technologist, this class will teach you how to understand the strengths and limitations of AI generated models, how to clean and re topologize message geometry for optimal performance, refine mesh details, and UVNwrap for texturing workflows. By can apply PBR textures using tools like substance paint. So you'll be able to rig and animate a cleaned up AI generated character. We'll work through real examples from importing and evaluating raw models to making them usable in a professional pipeline. By the end of the course, you'll have a complete understanding of how to turn AI generated concepts into high quality production ready three D assets. So if you have a bit of free time and a spare couple of hours, why not give this course to go? 2. Overview: Hello, and good evening. I thought it might be a good idea to try and break down the workflow I've been putting together recently. The idea is to take an AI generated three D model and turn it into something you can actually use. It's not been around long, but generative AI is just about coming to the point where you can actually work with it. There are a few different platforms out there. But the one I'm focused on is hyper three D and specifically the tool Rodin. This one caught my attention because not only does it do AI, three D model generation, but also it has some other tools here, which are really, really useful. Um, the HDRI generator, which is up until now has been I mean, if you're doing working visual effects, you'll know that you need to take a 360 photo of the environment that you're filming in before you start filming and make sure the light is constantly matching the light coming from the scene from the camera, as well. So that's a very technical, very specific job you need to get right from the start. But now, with AI, you can just throw a photo of the scene, and it will guess the environment around it, which is something pretty impressive. There's other things here like a Well, hang on what we got, we got this texture generator. This is kind of iffy, well, I've had to go with it. It's not very accurate, but it's getting there. It's closer. Other things like, you know, turn the vector into a 3d3d model, lots of other things like that. But the one that's really kind of looking good so far is this one called Rodin. Um, and yeah, this is what I'll be working with on this course. It's going to be a combination of this and several other tools and software because you'll get something out of it with this. Maybe you'll get about 70%, maybe 60% there, the rest, if you want to build an avatar or a three D model or an environment using AI, you still need to have some 3d3d artistry skills, some three D design skills, and you need to know a lot of the technical workflow to get that model usable or get it into your project. So this is what I'm going to attempt to share with you. 3. Generate the Concept: Part one, generate an image. I like to go for something. Let's say I can take a photo where you can take a photo of yourself or any image you want. Turn it. Let's say, we'll build some kind of Fortnite character that you can eventually use as a skin in the game if you like, or in your own game or well, let's just stick to Fortnite for now because it's easy and accessible, and everybody's familiar with it. So, okay, so let's just say, typing something here, magical platform. This is you probably already know about this. So let's go. So create hang on, Fortnight style, night style. Avatar based on, I don't know, let's say, a well known, famous personality that doesn't have any copyright attached to it. A good one could be who's cool but also accessible. Let's just say Bruce Lee. I'm sure he doesn't mind. If we use his image here, let's go. Okay, Fortnight Style avatar based on Bruce Lee. Let's go. That's something. That's the whole body. Let's just do the head for now. We're gonna break this down into different parts because we're gonna get more detail on the face. And it's gonna lose detail if you do the whole body. So let's just say just the head. Let's hope it picks up on this prompt. No. Um Okay, Fort Knightdale Avatar head. With our head. Based on Bruce Lee. Let's see what we get. There we go. Perfect. That's pretty good. Okay, let's say yes for that one. Boom. Alright, now we have our Well, now we have our we've already done our concept art. That was done in 5 minutes. Let's click Generate, and let's see what comes out. This will take maybe a minute or two. Let's see what happens. 4. Generate the Model: Okay, that took about 1 minute. So we've got and here we go. So here we go. We have a rough model. There's no textures yet, so don't be put off just yet. Is a rough model, Bruce Lee's head. Cool. Right. There's a few images. A few There's a few options we need to decide on here. Is it symmetrical? It's more asymmetrical, isn't it? Because it's hair, it's not asymmetrical. So let's keep that that way. We don't need a te post because it's just his head. You could just drag this along. Simple, keep it simple because it's more fortnight game ready, yeah, we want. We don't want complex. I don't really know what edges means, but in this case, but let's just see how it goes. See how it gets on. So redo be about another minute. But I'll just fast forward the video. Okay. Well, it looks pretty much the same, doesn't it? But yeah, it's closer to where we want it to be. So now, if we click Confirm, see how many polygons we want. I think 8,000 is fine for the head. When you combine it with the body, um, not symmetrical. No. When you combine it with the body, it will increase the polycunt a bit more, so no need to use too many for now. So gonna take another minute. Uh, Alright. Let's see how that looks. Right. Now, Okay, that's built the model. It's actually turned it into polygons. It's, you know, decimated it, made, you know, topology workable. Okay, now, I believe we can generate the texture. Click Generate Pas restore. Let's keep that on. It might help with the topology. We'll fix it later anyway. We're gonna redo all the geometry later anyway. So, as long as we get as much detail in there as we can, without it looking too cluttered, then we should be okay. So it looks okay so far. Look at that. Okay, here we go. Cool. Looking good. Because we're gonna come back and fix the textures, but I mean, bloody out, look at that. Right. I saved you not I maybe ten or 20 downloads that it starts asking you to pay. So hopefully, if you're using this for the first time, you'll get something that you can use within the first few goes. Okay, there we go. Just drop that in there. Right. Now while we're here, that's there. That's fine. That's saved. We can come back to that anytime we want now if you go into the mine. Don't look at this stuff. This is for other people. You don't need to see that. Okay, cool. Right. That's the one we just use, just click on it again, and it's there. Super. Takes a second, but it's there. Proof, proved. Proven. Right, going back to Roning to the image generator. Let's actually create. What did we write before? Fortnight. Night style us avatar. And that gave us what we want to begin with. So let's see what happens there. That's cool. A bit cartoony. Let's try another one. He's looking a bit muscular, a bit vascular there. He's got some kind of weapon there. I'm not sure why. Let's try one more. That's too muscular. I think yes. I like that one. Okay, let's go with that. Boom, generate. There we go. Give it another minute. Can sit here and admire this for a bit while we're waiting. If it will allow me. Like I said, if it doesn't mean, it won't it will never be perfect the first time you do it. That's the whole point of this course. Is is trying to make it it's never gonna be perfect, anyway, but it's gonna be usable. It's gonna look good. This looks good, but, you know, you can see things. You can't really work with that. Blah, blah, blah, blah, blah. Okay, here we go. It's close enough to win eight pose. But maybe I can tell it to be a te pose. Um, detailed symmetric, asymmetric. Let's keep it symmetric, 'cause we're just using the body. So keep it a metric whole. Not symmetric. Game ready complex character. Let's see what happens if we don't like to go into a tepose. That's more like it. Okay. Let's try that. Confirm. We're of an Epos, but, just as valid. It was just me looking for a new microphone. I think if I speak close enough, it actually works much better than if I just have it floating around. Something I discovered about half an hour ago, even though I have a degree in sound engineering. Imagine that. And I've never used it. Okay, Generates Face restore Na. We've already got the face. Okay. Here we go. Well, okay. Not bad. It's very muscular. Um, but, you know, if you want to try a few different ways of doing it yourself, you feel free. For this course, I'm just going to use this overly muscular caricature of Bruce Lee, okay? I might shrink his muscles down a bit later because it doesn't look to me like Bruce Lee. He's a bit more nimble than that. But I'm not complaining. This just takes a bit of trial and error, using the right, prompts. So let's confirm. I'll look good still. Don't worry. I don't have any particular looking mind at this point. I have, um managed to build avatars pretty close to the source images. So if you are looking to make something specific, that's still doable, still possible. Um, okay, so I'm gonna put that as an FBX and download. Let's go. We're gonna fix all these textures and everything. Mm, looks like something, doesn't it? I you go here's the geometry, wireframe if you want. Okay, we'll just call this body. Body dot zip. Okay, let's go. While we while we're here, let's just do that. Shaded. Cool. You see why we didn't go for the face. We're doing the face separately because if you're only if you're maybe winning the lottery, that you'll get everything perfect or usable. So, okay, it's funny, there's a ray tracer inside this web browser software. It's something else, something new. So you can actually Christ. That's definitely never been done before. Not that I know of. Right. Downloaded. Let's go. Right. Let's get these two. Let's just call this head so we know what's what. I'm gonna pause this 5. Remesh the Model: Right, then. But it's in I'm using Cinema four D. You might use something else. You might use blender, or you might use Maya, or you might use TDS Max, or you might use soft Dimage if you're from the 90s, but you won't be now. Let's see. So let's grab this and grab this. Put this here, right? You might just think it's a case of boom, boom, boom. Put them together. Done, chop this head off, replace it with that one. Okay. The, done. But what's the problem here? Let me check my workflow graph that I built together before. I'll show you what you need to do, right. Let's get some textures on here first, and then I can demonstrate it. Call this head, call this body. Start with the head. Take off the reflection. Don't need that for now. Um, little workflow tip for you. If you find yourself spending hours looking for where to put it, g on. Put there. That's just good. I think it's done it three times. Okay. Well, we're on ahead. If you spent hours looking for I'm doing the shaded one because it's just easier to see what we're looking at. Does have PBR, as well, but I'm not using that just yet. Just solo that, and you can see what's up. There you go. It's in there. If you're in Cinema four D, just go to Viewbot. You know, you can increase the viewing the viewpot quality. If you go to Viewpot and then boom, there you go. Cool. Let's go in the body. What was I saying? If you are like me, did it actually make these? Let's just pop that in there, 'cause maybe I have too many pins. Oh, there it is. Okay, sweet. Um, yeah, if you get stuck looking for things all the time, just I really recommend downloading this 'cause Window search is not very good at all. So let's just say I want to find something that I can't be bothered to trawl through my folders looking for it. Then I don't know. Look, eight Whose I to have at There it is. Boom, done. And that's the most handy tool I've ever found, 'cause the window is such it's absolutely useless. It's just called everything. Go and get it right now. I'll change your life. Okay, back to the model and the body. Right. Ahead. I'm going to demonstrate the problem here. You're probably already way ahead of me, if you could ever. And this might be one of the reasons you're watching this course because it can be fiddly, and it can be a lot of, um, yeah, it can be finicky, trying to figure out the best weight, the best order to do it without wasting lots of time and faffing, which is what I've done to get to be able to do this. I already done all the faffing, so you don't need to. Um, right, here we go. So that's the head. That's the body. Um, the workflow we're going to use, I'm jumping ahead now, but the workflow we're actually going to use is, volume meshing. Yeah, volume builder. We're gonna turn it into a series of voxels. Um, I'll tell you what. My spreadsheet that I had put together earlier is actually telling me, I need to scale up the textures first. Let's see if you're using the frio version. And, um, I am gonna do that now. I am going to do that. But I want to make sure you understand why. So let's just cut off the head. I'm gonna do this rough for now, just so you understand it. So, let's just chop this head off first. In the most kind way kind, human humane way possible. Using polygon selection. Hang on. What's going on with that? Is that on soft selection? Come on. Ring loop. Loop selection. No, Loop selection. Here we go. That's very odd that he's doing it, that I just that's selecting everything. Okay? That doesn't usually happen. Doesn't usually happen that way. Let's just grab it like this and, uh, convert that to pod don't it. Convert that to polygons. Okay. And the head is gonna sit in there somewhere. Boom, boom. Like I said, I'm doing it in rough for now. And then, yeah, I just fill this hole. Change it to grids. Cool. And then you got your head. Boom, right. What we're going to do? We're going to combine these using oxals. We're gonna combine these using volume measure, workflow, SDF, workflow, sine distance field, which is a super fancy way of turning your mesures into something made of a different mesh, but carrying the same shape. Read upon the signs if you're that interested. Right, let's put them both in there. Axel size too high, put it to one, maybe put it to not 0.5. Try and capture all the details that you've had from the beginning. Let's try not 0.2, 'cause we're gonna reduce the polygon count on here anyway. Let's put it into a mesher. So volume builder, and then volume meshre at the end, okay? Remember that? Okay, you see, you've got all these kind of squares. You can see the polygons are still there. So let's it's actually captured all of the non all of the actual smooth polygons. What you actually need to tell it something else. You have to tell it to smooth everything first. It won't affect the polycunt when you do this. So that's something neat. So yeah, do that. Just to what I'm doing. It all makes sense. Um, it's just this one step, I'm just showing you how. I'm not showing you all the science and the uh how they make it. I'm showing you how I'm not gonna tell you how to make a violin, if I'm a violin teacher. So right. Let's see. Where am I? Okay. Let's smooth that out. Use a smoothing, I mean, the volume builder. Come on, you can follow. That's not difficult. And set that to LapikanFlow. That's one I usually use, smooths it out, but keeps all the contours in place. Right. Right. What happened to my textures? Okay, that's the problem. This is where we're going to get the problem. I put the head there. What's gonna happen? Nothing. I put the body there. What's gonna happen? Nothing. Even if you're using just one mesh, it's still going to, you're gonna lose all your polygons. And then what you're supposed to do? You're gonna lose all your UVs. Your polygons are going to be completely changed, as well, but that's the only way you can get this to work. So how do we keep these two separate texture maps and put them onto one texture map, but also keep the same UVs as the original. If you look at the head and you look at the body, they are very different. They look like that. And then when you look at the mesh, look at the mesh. Well, it doesn't have any UVs at all, but it's just gonna create some mishmash there. So that's not going to get you very far. Um, what I would normally do, and I will show you again later because there's too many polygons is remesh this. This is gonna take some time to do polygon count to maybe 80,000 polygons. Right. There's your problem. That's gonna be thinking away for a while. Okay, next thing you need to do, very important is we're gonna use the sculpting brush, the sculpting tools in Cinema 40, just to smooth out the join between the neck and the head there. So sort of drag in the middle. You can change the size, middle mass button, and then just just smooth this all out. Anything if we can actually start again, we'll put symmetry on because I think this mesh is symmetrical. It should be. Okay. Yeah, that's fine. Let join, try try and make it look natural. So all the topology flows. So, nothing weird, sticking out. Um, Yeah. Okay. It's a good fusion of those two meshes. Okay. And finally, before you take it to the next level, let's save this out. Um, I'm gonna call this target mesh. Go to the UV Editor. Nope. Um, see? So this is a UV map. So yeah, the UV layout made by the re measure, which we don't need them by the volume builder, so we want to clean that up a bit. Let's turn off. Did I turn off symmetry? Hang on a second. Turn off symmetry there. All right. Um, Okay, we'll just do a quick, um, auto UV because we're gonna be painting it in substance anyway. So the actual, you know, direction of the mapping isn't too important. So let's have a look at this. Might take a minute. We go. There's our UV layout. If you want to organize it a bit more neatly, try clicking packed here, it might increase the spacing between each of the UV tiles, like that. That looks a bit nice though doesn't it? Okay, you can even check on the model, how it looks, if you like. I won't tell you that much, though, because this is all going to be painted repainted, you know, by hand afterwards. So we just need to make sure there's nothing overlapping and most of the UV islands are more or less, you know, uniform like that. 6. Upscale the Textures: Right. Number one, first. We need to upscale the textures because they come in a bit too small. You don't need to do this if you have the business version, but I'm going to do it 'cause I don't have the business version. So let's find these let's find these textures. Where did I put it? Start with their head. I'm just going to start with the diffuse texture. I have this tool. Well, first, let's put this to 4,096, turn it to four K. Have a tool here called scale up. Uh, I think it's good. It seems to be good. It seems to do the job. There are very likely better AI upscals than this right now, but this seems to do a decent job of things. It's called scale up. If you want to have a look for it, I paid for this one, but I think there are free ones out there, too. If you're not sure about that, you can use the detail. If you don't want to pay for it, use a detail preserving upscale, which seems to do more or less the same thing. But the scale up one is, like, says it's AI generated. So I just use it anyway. 'Cause I paid for it, and I have, what do you call it, a license that doesn't expire. Um, but yeah, that's made it four K. Okay? So try Holt, S, change it to PNG, put it in a folder. Where are we? Uh, just say textures. Look all this texture diffuse four K, render. Give it a minute. While we're doing that, let's grab, let's just put it here. Now, let's get the diffuse for the body. Not that one. The body. Like I said, Yeah. That's for the body. Hang on. That's for the head. Okay. Same process. 4,096. Scale Boom. I can sharpen it. I don't need too much denise on it. You'll also notice that this will make it very difficult to paint later. We're gonna be using come back to that. I'm gonna confuse you with all this information. So that one's head, texture diffuse. Body. Body. Hang on. Okay. So you call that body diffuse. Body diffuse. Okay. They're not even in the folder, but never mind. Right. Okay. So we want these textures to be on one material. So how are we gonna get two textures on a single material? Well, it's not that difficult. You need to Well, it's fiddly. It's fiddly. This is again, you still need to know a few things about computers. 7. Combine the Textures: Well, the first thing you need to do is to export the head and the body separately, two separate objects. So I'm gonna bring them into a new scene, and then I'm gonna go to head, export. As I already have it here, but I'll just save over it just to demonstrate and body 'cause we're carrying over the position, you know, to translate space as well. So that's important. It stays where it is, and it has to stay in line with the mesh with the target mesh that we've just created. Okay. So bringing this into blender than I did before. Just start a new scene in Blender. So delete those file, import. And coming to there we go. Body Import, head. There we go. Materials still attached because we did them as FBX with materials embedded. Right. What we need to do now let's create a texture window here. So just drag this little X across, give it a couple of goes and it will work eventually, go to the UV editor on this little corner button here. What we need to do now is if you have well, first things first, you need to have the lily texture packer installed. This will take the Texas from two different materials and put them into one material, very handy. So if you don't have you can get it. Um, from this guy Elliot Michelle. From his Guod, I'll send it I'll put a link in the description, or you can just type in Lily texture packer. When I got it last year, it was free. It might be able to you might be able to get it for free. I don't know, because I live in Spain. They have different tax laws here, but yeah, you might be able to get it for free as well if you just type in zero. But, you know, It's only $4. So even if it's not free, it's not gonna change your life too badly for the worse, is it? So, anyway, this will save you a lot of stress, and this will solve a lot of problems. Mostly made for, you know, city planning and stuff. And but by it. Let's go. Yeah. Why you have that installed? I'll just install it by going there and zipping and finding the in it, yeah, the initiate file, which is all in the documentation here. So yeah, install the ad on there, and it will appear up here as enabled. Then what you need to do is select select ball. That's both objects. Go to object and then lily texture packer. Important thing to do here is to say, is to tell the maximum texture size is 4,096. Unless you want to go bigger, but for now, I will go with 4,096. And now yeah, once you've hit Return, if you go into click on this image, the background image for UVs, then this is what will appear. So both textures squashed up into into one material into one UVs layout. So that's what we want. Um, okay. Since the UVs have changed now on the body, Yeah, it's also adjusted the UVs on the body, so we need to select it all again, select everything, export. Make sure you do this, or it will mess things up. And this will be our source mesh. So we'll call it sauce. Mesh. This is the raw, this is, This is where we're getting the text from, so call this cause I already done a ton of others export to FBX. Um, bringing this back into Cinema four D. You can probably combine it in blender, as well, but I just find it easier to do this sort of thing in Cinema 40, so I will. Um, so let's connect these two. Let's just check on the U V Editor. If you see here, you've got both one side there, one side there, boom, boom. Um, I can probably get rid of this inner part there, but I'll leave it there for now. Um, so bring in this texture. We only need one material now, so just change one. If you click on this X here, you can see it in the can see it in the texture UV editor, but since there's no materials, it won't show just yet. So, this one is body. So let's just add a color. Add the color that we've already made in there. Um, but one thing I forgot to do we need to save this image. So save us and packed image. I'll call it. Oh, seven. Alright. Just refresh there. There you go. Okay, so that's appeared there. And let's put this same material on the head, and there we go. Um, even though the head's in slightly the wrong place, we can just make sure we'll just copy the Y translate from another version. See, it's right there. Yeah. Body head is like 150, so let's just put that in there. That's Strange. At times two. No. What's important is that you have, you can use the original positioning. Just make sure it's in exactly the same position as you had it. Or it will not bake correctly. So All right. Oh, that's why. That's gone up too high, so the head should be, I guess, the same as it was to begin with, which was 155. Standard. Alright. Okay, get rid of those. So these two have the same same material applied. Good. So we can just, uh group these. Well, we can connect these together, turn it into one mesh, call it, sauce. And now this will be our final source mesh. Right. We'll save over the last version, and there we go. Right. That looks a bit wonky there, but if you go into the viewport, set that higher, that will fix that. It's a texture preview. Okay, right. Okay, so next, we need to take our base mesh. This is our target mesh. Let's call it target mesh. Okay. I already did that before, so pretend pretend you didn't see that. Okay. Target measures here. We want to get the material onto there. Still, I mean, even if I try now, it's not gonna work because you can try it yourself. The UVs, it's not matching the UV set. So if we go on Lily packed image, still nothing on hi res, viewport, still nothing. So what we need to do is to go into another application. In this case, substance designer, I'm going to use to bake the textures from this model onto the new mesh, and I'll show you how to do that in the next 8. Transfer the Textures: Right, we're in substance designer now. There are several different ways you can you can do this. As far as I know, it doesn't really doesn't have this tool in cinema four D. But you can do the same thing in blender. In Maya, I know you can. I don't use Maya so much anymore, but these are the three ones that I do know it works in. If you wanted to have a look for a similar tutorial to do this in Blender, then have a look. I did struggle with it in blender, but this way, it's a lot more straightforward. Um, okay, so we're going to map the texture from the source mesh to the target mesh to our new mesh, okay? And, yeah, let's have a look at how we do that. So just start. Right click New package, right click again on the package. Link three D scene. And we want to use the target mesh, which we've actually called base mesh. Um, let's just re export that and call it target mesh just so we don't get mixed up. Yes. Maybe better without the material. I might confuse it. Target mesh. Boom. Uh, refresh it. Refresh it. Once it's done. Target mesh. Import that. Okay, that right click on this target mesh here. Bake model information. Okay, we've got this window, we'll pop up. Lots of information, but we only need to use a small amount of it. So here we go. Set up high definition meshes. We need to add our source mesh here. So go from files, source mesh. So that's where we're getting the information from. Let's bring up well, let's bring up the size to four K first. Baker's render list, go to add Baker, transfer texture from mesh. And then the actual texture that we're using. Is this lily texture that we created in blender before. So to see the textures, you need to go to all files. Otherwise, it will only show PSD or whatever. And the most recent packed image, is this one from 10:00 A.M. This morning. Let's see. Right? Just, yeah, tell it to save it into a folder. I've made a substance design folder here. I'm going to create a subfolder because sometimes it can conflict and give if you results if you don't have if you don't have enough folders or if it saves over itself. Um, yeah, if you're trying to render over an image that already exists, then sometimes it can be glitchy. So you've got to be careful where you save it. So saving it into an empty folder seems to work for me. Um, yeah, you can put the subsample in quite high. I do it as two for now. I'll push it up again later. And the press render. So what that's done, it's taken the body and the head, and put that it's laid that all out into one usable texture, okay? I think I'm happy with that, so I'm just going to put this up to eight by eight. Let's do this really quickly. Another software like My Blend it can take a few minutes, but this is, yeah, using GPU acceleration, I guess, I don't know. It's much more refined, much quicker. Okay. Um, brilliant. So that's already saved. That will be saved into this path that you decided. So let's test this out back in Cinema four D. Here's a target mesh, creating new material just for testing. And see, and just put that in here. And there we go. It seems to be working. Good. Back up to 48. And there you go. Everything where we want it, cool. And that is on our target mesh, okay? So, if you look at the differences here, um, What have we done here? We actually It doesn't seem like a lot, but we've actually fixed these scenes. We've done all the cleanup. We turned it into one model. You know, this is a common technique in three D scanning, as well. When you want to if you have a three D scan, the textures, the UVs are all over the place. This is a good way to clean up the UV map, clean up the geometry at the same time and be able to edit that geometry, be able to animate the geometry, too. So Yeah. Let's just, cool. We can even reduce the polyson here even more if you want to, so and it won't. If you're using the remeasure, you can keep the uh transfer attributes. Set the polygon. Well, let's just set the mesh density to 50%. We will see what comes out. Yeah. And as you can see, the UVs are in the same place. The main difference being this seam here, we are fixed, so cool. Didn't take too long, did it? On the next video, we're going to be cleaning up the textures. So in substance painter, we're going to be just blending the seams here, fixing parts of his face, you know, where the AI's kind of made a few mistakes here. We can just paint that ourselves. And obviously, it looks a bit shiny, doesn't it? But yeah. But this is all part of a process. It means you don't have to know how to draw a character's face anymore, which is something incredible, right? Okay, next video, substance painter. 9. Paint the Textures: Okay, I'm in substance painter. So we need to bring in the target mesh here, so go to new and this is our new low polymsh. Wonderful. Um, so to begin with, let's bring in the textures that we built from substance designer. So just this one here. I've actually used the shader, the kind of preview texture for all this, but to do it yourself, you might want to use the diffuse texture, and you'd have to do the same procedure we did from blender with the normal map, the roughness map, any other maps you have. And also perform the same procedure in substance designer that we did before for each map, as well. So. This is why I'm using a simplified model for this because it's a lot of workload, but it means, well, you don't need to know how to illustrating three D, which is a very specialist skill. So let's go. So let's start by adding a fill. And let's grab this texture, drop it into the assets library, undefined, texture Import to the current project, wherever you have it. And in the base color, add this material that you've just this texture you've just created. And there you go. There it is. Okay, so far so good. Let's do away with roughness or any other kind of any other channels here. Go to keep it simple. Um, then we just, we just start painting. So let's grab a brush, new layer. If you press well, first, let's get rid of height, rough. Normal put roof all the way to the top just in case it messes with it. If you press C that will go to the color channels, um, I feel like it could be more difficult doing it this way because I'm actually painting onto the already rendered. Um Let's just, um, m Yeah. I just clean this up. Pressing P to pick the most. Would you pick the color there? Were you just cleaning up any discrepancies in the texture. Yeah, I might not be necessarily that part. And and Okay. Relatively smooth blend. Um, let's come in here. Yeah, if you'd been clever and, uh, use the diffuse map, then you wouldn't be having a problem I'm having right now. It'll just be some, you know, like a solid color. Yeah, just do your best to clean these textures up here. So it all depends how much time you want to spend doing this. Hopefully you have some kind of knowledge of substance painter already. Basic controls are paint and brush. Pop it there. You can use the lazy mouse if you're not really good at drawing and it will, you know, it kind of be like dragging dragging a piece of string through paper, so it kind of follow along like that. Sorry. Yeah, piece of string covered in paint. Okay. Wace you're happy with it? Yeah, once you're happy with it, you can start rigging. Um, I may do this process again because Okay. So in substance, just grab a brush and start painting. Um, just go to kind of use the closest colours to blend this all together. I Yeah, well, you can color this out you want. You can probably just go into aftereffects, put all the skin to one color, you know, key out the skin, key out the yellow. And, um, it would make it easier to work with and having to paint everything like this. But I'm just showing you a couple of methods. I mean, I'm assuming you have some understanding of three D workflow. And if not, maybe this is some kind of inspiration to see how much work there really is involved, and maybe you want to do it yourself. All right. And this, I believe is why AI isn't coming for our jobs anytime soon. You see that's looking decent with the lighting and everything. You can just keep touching up that, you know, until it looks how you want it. Since the since the texture, since the AI generator, it saw all this shading in the original image. Just try to transfer that over to the to the model, as well. Um, you can see. Just gonna colour this in here. That's shaded anyway. Or pet let's just kind of in a bit. Just to make it less obvious what it is. Um, and after we do this, we'll go to the rigging, okay? Okay. You put symmetry on if you want. Okay. A rough quick workflow. You know, lots of things you can fix here, painting on there, painting on here. Yeah, take your time, make it look how you like, and learn the tools while you're at it if you don't know them because this is what the course is about. Like I said, it will get you about 70% of the way there. The AI will. But you'll still need to know a few things about computer graphics to get it to the final stretch. Okay. Scribbling here, scribbling there. Please use your best artistic attention. Don't be like me. Don't just scribble over. Take your time, do it in after effects if you prefer key out, you know, change them to flat colors, and then that'll be easier to shade. Or recommendable to do it that way, actually. Then you can it's easier to edit later if you need to. Well let's call that done for now. Okay. That looks like something, doesn't it? Can't tell me it doesn't just, uh let's actually, let's just fix the eyes, as well. That was one of the main things we needed to look at. So it would be eyes, uh bring that in here. See? It's not like it doesn't take something. Ooh. It's just, move that part. Just cleaning it up. The eyes are another story. There are other techniques to do eyeballs and things. Facial rigging, as well. Actually, within roonin there is a facial rigor. But it's more for realistic looking characters, which is what you might prefer to use. Maybe I'll do another course about that at some other time. But, yeah, once you have it looking good, you know, take your time, fix everything you can. Then we'll come then we come the time to export the textures. And yeah, so just file export textures, pick a folder, put it in there. Let's be you really, really need In this one, you only need the color channel. You can probably do the roughness, as well. But I'm just working with color just for simplicity. Export. Boom, let's see how that came out. So this is our final cleaned up texture. And let's see how that looks. So on our model, import the texture that we just created from substance painter. And there we go. And when you add lighting and everything, it will look normal. Lots of smudges and stuff here, but you can fix them. I hope you fix those. Just make it look nice and neat. You know, this doesn't need to be yellow here after all, and it will take some tweaking. But the main thing is, you've got the shape of the face. You know, you got all this, this is like illustration, three D illustration and uh not the easiest thing to pull off if you don't know anatomy or, you know, facial structures and things like that. So good time saver, just for building the base mesh. You can make the eyes more shiny. You can fix those up and make them round, make them darker, do anything you want. Alright. Okay, next stage, we're going to rig it. We're gonna make it dance. We're gonna make 10. Rig the Avatar: I'm going to be using this piece of three D software called Acurig from rear Illusion. If you prefer, you can use a Mixamo Mixamo fuse or just called Mixamo now, isn't it? Rig your own characters that way. But I found this can be, well, just as good, if not better and it's pretty accurate. So, let's get our most recent mash. It's the target mash. I can still stand to reduce the polls on there. But I'll leave it like that for now. So, target mesh, input that in two here. Alright. Normally press force symmetry, symmetrical, rigged body. Give it a minute. Super quick. Takes a few minutes. Right. I will automatically. If your model's clean enough, it will automatically find all these elbow, wrist joints, et cetera. Knee, yeah, bla, bla, B. Okay. And then just click on. If it's not right, you need to move it around yourself and make sure it's all manually aligned like that. But to me, this seems to have done a pretty good job. I'm just gonna keep moving forward. We've got five fingers. We've got four fingers and a thumb, but it will read the thumb as a finger. Another minute. Mm hmm. It's pretty easy. It's another workflow that has been consolidated some time ago. But, yeah. Hands, the hands can sometimes be difficult for it to track, but this has done okay. You know their little stubby fingers, but it's a stubby, vasculo and stubby handed stylized version of Bruce Lk. Okay. There we go. You can't really, um, show the textures in Accuri, so you can't export these, uh, default motions, either. But let's just export this, and I'll show you how to import it. Import another animation to this character. Okay. I always call this Bruce Rick. What? Um, yeah, so actor core has a few free motion capture animations. Um, let's just find something free, just for now. These are all free on the main page. So if there's anything fighty, I don't know. Relax, walk, walk walk, down to sit. Break door. That could be good. Let's do this break, dawg. It looks pretty cool. At the car. Check out. Set free. Make sure you have an account. Takes a minute to register. But you don't have to pay anything unless you want the extra features or extra animations, and they're not too expensive, either, like two or $3 per animation, which isn't too bad. Okay, download it in my inventory. Break Door. Click on this icon. We just want the motion. We don't need the we don't need the robot. Dirty FPS. That's fine. Replace first frame. Yeah, I could just start at the first place in the depos. That means you don't have to worry about the, yeah, doing that manually, which is a handy feature from Aca Core. And once that's downloaded, 11. Animate with Motion Capture: Import the most recent rig that we've, you know, let's import the rig first. Okay, control shift. Oh. Mm mm. There we go. Let's just have a look at this, with the textures and all its glory. And it was this substance painter one. Put you put default. There you go. Cool. Alright. Brilliant. That's all smooth around the side. You know, spend more time than I did because I'm just a lowly tutor who's just waiting for the next gig to come along. Um, yeah. Make sure the hands look good. The heads don't look good here, but you need to go back and forth a few times. Like I said before, if your hands aren't really looking right, like, you don't want these stubby fingers. You can just take a hand from another source, just mesh it together. It's almost like kit bashing a person. Um, hands are pretty easy to find. The main point of this course is some things are not so easy to find, like a specific character's face or human, you know, specific, you know, really specific, illustrative design like that. So Where's this hands? This hands and this finger. Yeah, that only has two. Put it on the other side. How's this look? Well, it does something. Maybe not the right way around. Okay, it does something. I know they'll leave it like that for now. Um, the main thing I'm showing you now is the rigging process. So you need to right click on here, rig character definition. Open manager. It's not working that e. So before I do that, that's here. It's in the depos. That's fine. Let's find this animation we just bought. Mm, it seems not to be working. Oh, already exists, apparently where to put it? There. Okay. Um, just drag that in. When you drag and drop it, it will Icemapty will recognize the frame rate and the length, so that will save you time faffing later. Um, and let's just bring this one instead to this side. Okay. So those are roughly matching the same shape. Um, yeah, as long as the feet are kind of touching the floor. As long as everything follows 90% of the, you know, you see these two skeletons, for example, they want to match as closely as possible. Sometimes you'll get characters with different proportions and different sizes, even an animal rigged to a human. But it will always be reading the rotational data. So as long as there's some kind of correlation, and it'll be more accurate in this case, using because it's a human to humans, let's try and get as close as possible. And that seems pretty close enough to me for now, but feel free to go in and you know, move this, make it straight, make everything match this skeleton to the other skeleton. I hydrogometry, puts that one hide the polygons because there's two different skeletons. But yeah, just try and make sure they're matching as close as you can. Um, okay. Going into going into the hip joint. The root joint is not gonna help with your rigging. Not necessarily that's more for global positioning in unreal, for example. So right click on the hip and go to rigging and go to character Definition. Open manager, Extract skeleton. It's only recognized a few it's recognized the spine, the neck and the head, the rest. It's looking for this word here, hips. If it's a hip, then it's going to put a hip there. I only says hip there, so you need to put a hip instead. One way to do it is to tal it, which strings to look for. So now it knows Um, do that again. Hip. I know it's there. The hip joint needs to be the root, as well. So when it says root here, ignore that. Hip joint is the root joint. Um, okay, so the torso part is done, spine, neck, and head. Left arm, clavicle. It's looking for so it's better practice. It's looking for neck twist up arm clavicle. But it's looking for shoulder, but it needs to look for clavicle. So change just to and clavical. Okay. See what happens. There you go. Right clavicle, but it needs to be. And try that instead. There you go. Underscore plus clavicle. Copy this over to the right clavicle and just change right. Okay. And then if you extract, there you go. It's telling cinemapordy which bone is which, which bone is the arm, which bone is the bicep, which bone is the elbow and wrist and so on. So it can transfer that information from one rig to another, from one skeleton to the other, and thereby transferring the animation. Right. What have we got next? Upper arm. So this is looking for arm. So if we go for upper arm, make sure it still says. And we still want to use the underscore because there's an underscore in here. Extract. There's a lot of arm twists, so I didn't really want those arm twists. Uh, yeah, we can exclude twist, so twist. Well, extract. Okay, let's on the upper arm left. Cool. Copy this across to bicep on the right arm. You should only have to do this process once per rig. Can be a bit. Time consuming. But once you've done it once, you can do it quick. It's actually quicker to just, you know, drag and drop each one in here. But I'm doing it the longer way because this is actually much more it makes more sense in the long run. You can actually save these presets, which I'll show you. Okay, forearm, joint. So what have we got here? Forearm, it's called left and forum. Just change that to help, underscore forum, extract. Yeah, we don't want twist again, so twist in exclude. Boom. Put this again in right for Tate that to, put that to twist. Extract. Oh, taste. That's why. Extract. Boom. Okay. Hand. We want L and hand. Extract. Copy to write and hand. Extract, right. Fingers. How does that work? Right? What do you got for the fingers? Um, thumb is actually called L, so it's just the same process. Just change L and thumb. I'm sure it was a quick way to do this, but it's not that I know of. And then change again to write and thumb. Okay. Hey, that's working. And then we're just gonna go. Oh, copy that. To to too. And then from right toe right. Right. To right and right. Extract. What do we got pinky toe? We don't need a pinky toe. So forget about toe. Extract. Again, don't need to. That's for the foot. But else we got ring, yeah, put toe on all of these, then toe, this doesn't say middle. It says mid, okay? Middle to mid extract, um, toe, middle, toe. Index, toe, middle, toe, ring, toe. Two. Okay. Might try that again. So to Pinky, ring, ring, index. Yeah, Corp. That's fine. And they're all left on the left and right on the right. Good. And then clavicle, right. Right, right. Yes. Left, left, left, left. Yes, yes. Legs not far no. If you're still working on this, if you're still following, then I applaud you. It'll be worth it. We're just in the final stretch. So Tio, what we got, we just want it to be L. Underscore and Thi. Copy that and then just test that one, but we don't want Twist either. Twist. Nope. Um, drop that in everything here. Shin. So we got that a calf. So calf. We don't want twists there, either. Let's get rid of twist in everything. Foot won't have a twist. Pi won't have a twist. I don't know if shin will, but let's just put that there, too. Uh, Shin extracts, foot. Change that's it. Foot, Extract. Good. Right thigh. Shin. Right, shin, foot. Right. Foot extract. And then your toe, it's basically your toe base. The part where the toe bounces. Your toes this part where the toes begin, so um an up to, toe. And right toe. Base. Base. So. So B Okay. I got 53 joints. You got the root joint, torso, hips. Okay, everything is where it should be. Everything should be where it's supposed to be. Um, that's one. Let's save this preset. This is gonna save the text that we put in here. I'll save all these rules to look for. So save Right. And it's saved that preset here. I do have another actor coal one, but some of the different meshes have different different bone maps. Okay. And now, in the target mesh, which is this one. That's connected to that one, okay? I believe. Yeah. It doesn't need any animation. I don't know why it has animation. So let's just remove all the animation, select everything, select the scale part, and then control shift to, uh, delete as you click. Um Okay, open manager for the second. We need to rig the second guy Extract skeleton. Oh, it's gonna take forever. Load preset. What have we got? Extract skeleton. Ah, there we go. We just did all that. All that work we did. No, we never have to do that again as long as we're using this exact mesh, this exact rig or bone map. So okay. Cool. I have the presets that I've made for other projects. So there's, like, metahuman and I've got ones for Mix Mixamo is usually the easiest because it, um, Mixamo just tends to work. Press extract and it knows everything. It's the most industry standard naming convention, so that's very handy, saves a ton of time. And that's the most tasiest part of character remapping or re targeting. So now I just want to get this animation. It starts actually at 18, doesn't it? But I'll come back to that. This animation onto onto Bruce Lee here. Let's go. So with the Bruce Lee rig, that's all in place. Set reference pose. Make sure this one set reference pose, create Solver and then take the e, the character definition tag from your first character from the animation and put it in this source character slot there. I don't know what happens. Right, press F eight or press play. And then now strange it's not moving, is he? Because, um, the reason for that is you see, this has a very strange setup, these actor core rigs, so try not to be put off because it can be confusing. The actual movement normally in a normal rig, the character position would come from the hips. But for some reason, the character movement on this is coming from the root, which can be confusing. Okay, maybe it's set for games, maybe it's set for something that I'm not accustomed to, but right, all we need to do is really drop the root of your Bruce character into the scene. Make that a child of this joint here, which is moving the entire body. So let's just try doing that. You might need to remove the solver again. Drop that in here. Okay. And also set reference pose again. Make sure that's set again. Click on your Bruce Lee mesh. Try and remember which one is which as well. Create silver. Drop that in there, and now, in theory, you should be copying the animation and also walking along and kicking down the door. Boom. Breaking boundaries. Sets a geometry only. We'll see what else we can do. C put a gun in there if you want. He go we made that from start to finish. You know, well, there's things that I would change some of the rigging, but that all depends on how you want to do it. So look at it from this way. It looks even better, okay. 12. Quick Render Setup: Yeah, I thought I'd do one more video just in case you were interested in seeing how I made the video from the promotional video that I made. She looks something like this. This guy, okay? So I did this using Octane Cinema 40. This is using the retargeted mesh from before. So that's all there. That's just put into it. All I've done, really. There's no actual real compositing. I've actually just taken an HDRI. You can get anything from HDI, Polyhaven if you look it up, you know, polyhaven, for example, loads of free HDRIs, you know, just 360 environments that you can use. Yeah, the floor. That's just a plane with a material octane material using the shadow catcher. So that's without, that's with. Also, the octane camera. I've used a few effects, like a bit of post processing, bit of bloom, just to give it something extra. That's with it off. That's with it on. Also with some of these lens effects, they look pretty cool like a chromatic aberration. That's without, that's with and a little bit of lens flare, which you can see on some parts. Let me show not every part. Let me show, here we go. This is a bit of lens flare there. Looks pretty cool. Very easy to do octane. For the animation, I've just attached the camera to a null. I've put a target tag here. I've then taken this gun. Well, I should explain the gun, as well. I found the gun from just from a free one from a sketch fab. And just converted the materials to octane, you know, and attach that to the hand joint there. So that's working fine. And where was I? Yeah. So the camera is looking at is targeted always going to be pointing towards this knoll inside the gun knoll there. And yeah, I've just added a little bit of camera shake using the vibrate tag. So, you know, low frequency, just to give it a handheld look. And I've also animated the the knoll slightly. So it moves around, moves around the guy here. Very ever so slightly. A C shape that you can see here. And that's it, really. And that was a very quick little thing that I did. That took maybe 20 minutes to pull off. So yeah. Um, yeah, if you want the black and white version from the end of the video, just, all I did was just reduce the saturation to zero, and then added a film grain in after effects, which is very simple. Okay, I hope you got a lot from this mini course. Um, yeah, if you're new to three D or whatever and blah, blah, blah, blah, blah. So yeah, if you if you're interested in any other kind of courses, um, related to three D or even AI, using it as a tool in three D, rather than, you know, being worried that it is going to take over all our jobs, which is not yet anyway. There's still a lot of work that will be needed by studios that does relate to using AI, but also using genuine existing three D skills. So there you go. I'll see you in the next course.