Transcripts
1. Introduction: 3d character creation is hard
and very time-consuming. You need to learn anatomy, modeling, texturing,
and rigging. And once you've
done all of that, you still need to create hair, clothes and prompts,
which is even more work. Or you could do all of that in just a few minutes
with free software. And in this course, we'll show you how high it's
staying from CG shortcuts. Welcome to our new course, character creation in
cinema 4D and DAS studio, where we'll show you how
to design and create stunning photorealistic
characters and incorporate them into your Cinema 4D workflow will start by
introducing you to dance studio, the free software
that will literally allow you to create
amazing characters. In just minutes, we'll
explore the data marketplace, see where we can
source free models, design and shape our characters, create clothing and accessories,
hair materials, posing, and even animation in the most comprehensive training
for DAS studio out there. Then we'll show you
how exact step-by-step workflow for getting your
dad's models into Cinema 4D, including mesh correction,
material conversion, troubleshooting and lighting
and rendering in Redshift. Then in the class project, we will create a
classic portrait style render together and
walk you through our whole does to Cinema 4D
process from start to finish. So you can do the same
with your own creations. By the end of this course, you'll be able to create
stunning characters quickly in dance studio and
incorporate them seamlessly into your
Cinema 4D projects, as well as learning loads of
tips and tricks and dads, Cinema 4D and Redshift
along the way. So that's it for now. Let's get started.
2. Installation: Okay, so before we get started, we'll need to install
the dads 3D software, which is completely free and
available at dad's 3D.com. And there you'll just
need to hit over to the download Studio tab. And if it's your first
time on the site, you'll need to set
up an account. So I'll just fill this in
quickly and start creating. And that'll take you to the
downloads page and start downloading the software to
your computer automatically. And there's also a
few handy videos worth watching on
this page as well. Then when that's done,
downloading will need to go through the
installation steps. So let's just click
through here. And when it asks which directory you want to install this too, I'd recommend putting this
in the default directory, which is the C drive. And it's definitely possible
to install to another drive. But in my experience, that can lead to some
issues later on. Also, once you've got a load of data assets installed
on your machine, your dad's library can
become pretty massive. So just keep that in mind when you go to Choose your drive. Then we'll hit Next again, and that should
start installing. And I'll just fast forward that. And now we have dad's central
installed on our computer. So let's just sign in with the login details
we just created. Then you'll be prompted
to install Data Studio. But you might want to
go out of that and just check your
settings here first. And just make sure
Data Studio is also being installed to the
correct directory. And as I said before, you definitely want to
make sure you've got plenty of space available here because your dad's
library will get pretty big, pretty fast. And this also defaults
to the C drive as well, which is fine for me, but you can switch it to
another drive if you like. And with that setup, that's
now installed Data Studio, which is where we'll
be spending most of our time in this course. So now that that's done, you can Open Data Studio by clicking here or on the shortcuts that have been created
on your desktop. You can also head over to
the desk Studio tab in Dallas Central and
launched the studio here. And you can also find any
assets that are linked to your account under my assets. And obviously as this
is a brand new account, we haven't purchased
any assets yet. But we can see a few of
the free assets here that we can choose to
install if we want to. We'll also look
at another way to install assets a
little later on. And finally, we can also find any plugins we have
available up here and some resources and
a few tutorials created by the guys at
Dad's to get you started. So let's fire up dance studio, and I'll see you in
the next lesson.
3. Daz Interface: Okay, so here we
are in Data Studio. And the first thing we wanna
do is head up to connect and make sure we're
logged into the account we created in the last lesson. That way, or your
dad's assets will be linked to dance
studio over here in the all products section of the Smart Content tab
with a brand new account, we currently only have a few of these free assets
showing up in here. And the assets at
the top are lit up. And that indicates
that these three are the only assets
currently installed. And we can check that down
here in the installed tab, where we now only
see those three. Then we have available which of those remaining
free items we can choose to download
to our computer. And downloading is super easy. All we need to do
is double-click on the asset we want to
download and install. And that will start
to download with this line indicating the
progress of the download. So let's cue up a few of these. Then if we head over
to the pending tab, we can see the three
items that acute for download and their progress. And well, that's
doing its thing. Let's take a look
at the Updates tab, which usually only shows
products that need updating, but for some reason it also shows downloads in here as well. Let's go back to All again. And if we look down
the side here, we can filter all of our
assets by various categories, which makes finding
things nice and easy. So if we click on
Accessories, for example, we're given a list of
all the dads products that include accessories. Or we could try environments and get products that are tagged as environments like this
interior scene, for example. Then we've got figures, which is where you're usually
want to start when you're creating your characters in Dez. And these are the base
character models we can use as a starting point when designing and customizing our characters. By default, you'll
have the Genesis eight starter Essentials
Pack installed, which if we double-click, will show us what's
included with that. And if we choose, all files, will see everything
inside there. Or we can also filter that by selecting a category
from the list here. So let's select figures, which gives us a male
and female version of the default Genesis
eight character. And we can actually
choose from version eight or 8.1 modals, which are a little
bit more detailed and higher resolution. So let's double-click
on the Genesis 8.1. Female character shall be
added to the scene like so. That's usually the first step, but let's carry on with
the character creation. Let's see what here we have available in our
starter essentials. And you can see we have a sample male and female
hairstyle we can choose from. So with our character selected, we'll choose the female
here and double-click that to apply it
to our character. We're not limited to using
assets from this figure. If we click here and go back outside our starter essentials, we can choose from
any other assets we have in our library. So let's give our
character some clothes. If we hit down to wardrobe, let's download the
Shadow Thief outfit, which you can see has
been designed for Genesis eight female figures. And now that's been installed. It's lit up at the top here. Before we apply
it to our figure, I just want to point
out this filter up by context check box down here. This is actually going to
filter our products according to whatever figure we
currently have selected. So it's currently only
sharing assets that are compatible with our Genesis
eight female figure. But if we were to
switch that off, we can now see all
the clothing we have installed in our dads library. And that includes clothing for male characters or close design for older model versions
like this genesis to outfit. So while these assets
aren't designed specifically for our Genesis
eight female character, there are ways to apply older or non-compatible
assets to our newer models. We'll look at doing that a
little later on in the course. Let's just switch
that back on for now. And we'll double-click
on our thief outfit, which shows us all the items of clothing we can use
in this product. And that's because
we're filtering this by the wardrobe
category as well. And we can even click on this to reveal the subcategories, which will allow us
to filter those items by where they belong
on the character. So we have the full thief outfit broken into each
item of clothing. So you could apply each item of clothing separately
if you wanted to, or mix and match items to
create your own outfits. And down the bottom here, we can click on outfits to
bring up a single asset, which includes all the
items of clothing in one. So you can quickly apply the full outfit to
your character. And you can even see
a preview of what the Full Faith outfit looks like on a desk
character up here. So with our Genesis
eight figure selected, let's double-click
on this to apply the full thief outfit
to our character. And now our character is starting to look a
bit more complete. But our preview over here
isn't looking very accurate. We can't see any of the color
or detail in that outfit. And that's because
if we take a look at our viewport
preview modes up here, where currently set
to smooth shaded, which renders nice and fast, but it's probably
not the best mode to use when designing
your characters. So let's take a
look at some of the other modes that
we can try here. This one is not great either. So we could just go
through these one by one until we find a good one. Or we can hold Control and just cycle through the
numbers on our keyboard. So this is control
plus number three on the keyboard, control for five. And you'll notice
the higher number, the more detail
we're getting here. There's control plus seven, which is the smooth
shading we had before. And add Control eight, we're starting to see
the colors in there. And nine is without the lines, which is the view I
use a lot of the time, and that's the
texture shaded mode. Then beyond that, we've
got cartoon shaded mode, which I personally
don't ever use. But if we hit
Control plus 0 will get the most accurate
preview of our scene. This is actually
the render preview with the Nvidia IRA renderer, which comes built
into Data Studio. And you can find
that here as well. And it works a bit
like Octane redshift in progressive mode, which is great to get a
good look at your character before we export it
out to Cinema 4D. But you will notice if we try
to move around our scene, even on a pretty
high-end machine, this is going to be pretty
slow and unresponsive. So I personally only switch to this mode
when I need to see the final quality
or when I'm ready to check everything
before export. But if you're looking for
high-quality and speed, there is a fairly new option
in here you can use instead. And that's the
filament PBR mode, which gives us a good
representation of the colors and textures, but it's also nice and
fast in the viewport. So I do use this mode
quite often as well. Straight out of the box though, it does tend to look a little
bit bright and you can see the skin is definitely
looking a bit blown out. But we can fix that over
in the scene tab here. When we did our first render
with the Nvidia irae mode, it actually created
these two extra objects in our scene which
affect our lighting. And if we grab the tone map
object and take a look at its parameters in the perimeter tab and make a bit of room. So we can see this. Just like in cinema 4D. We can find the parameters and settings of whatever
we have selected. Down here. You'll see if we grab something else,
like our character, for example, we'll
get a bunch of different parameters
depending on the object. And we've got the
classic coordinate tools here where we can move, scale, and rotate our
character if we need to. And we'll also get more into
that a little bit later on. But if we go back
to our tone mapper, we can decrease the
brightness in PBL mode by adjusting the exposure
value over here. And we'll just bring that
down until it's no longer blowing out those
highlights about there. It looks good. And if you need to bring these
in separately, as I said, they will be created
automatically when you do a render an IRA, but you can also add
them to your scene up here in the create menu. And here's the environments and tone map or objects
down the bottom. Okay, so now that we've
got our preview set up, let's take a look at
some of the other tools and Data Studio. The Scene menu here functions just like the object
manager in Cinema 4D. We can pop up in hierarchies and select different objects, including the bones
in our character rig. Or you can select
individual assets, like the hair here. And we can hide and show
objects with the eye icon. And we can also lock objects
with the selection icon. And you can see, I can no
longer click directly on the hair now it goes straight
to the head instead. Okay, Let's collapse that. And just like Cinema 4D, we can also filter out objects
with the search bar here. If we type in here, for example, that'll take us straight back to the hair object in our scene. We can clear that by
clicking on this arrow. And we briefly
looked at navigating around our scene before you probably saw
me move this box around to rotate the view. This just allows us to click directly on the view we want. So front or side view, for example, we can click and drag to move
around our scene. And we've also got tools here
on which work very similar. We can rotate around with this or move the
view with this tool. And if we hover
over any of these, the tool tip will pop up telling you exactly
what it does. And if there's any shortcut keys applied to it, which is handy. But as for moving
around the scene, I'm not a big fan of
doing it this way. If you're a cinema
4D user like myself, you will probably find it
easier to navigate the viewport with your mouse and the
Alt key on the keyboard. And the good news is we
can set our controls up exactly like Cinema 4D
here in Data Studio. If we hit F3 on the keyboard, it'll bring up the
customisation settings. And down the bottom here, we can change our
viewport shortcut keys. So to make this
work like Cinema 4D or pretty much all
other 3D software. Let's select orbit and
double-click here. Then we'll hold Alt and click
with our left mouse button. Then we'll go to Penn and change this to alt
middle mouse button. Finally, let's change the zoom
to alt right mouse button. And I also like to
have the mouse, we'll go in the
opposite direction. So I'll check that as well. And you can also set the
keyboard shortcut keys to just about any command in
depths 3D up here. But we'll just leave this
set to the defaults. You can also customize the menus here and the toolbars
as well if you need to. And you'll see in the
main toolbar here, we have the same
commands listed here as they are along our
main toolbar here. And we'll take a good look
at these in just a second. But let's accept that. And now we can easily
navigate around our scene using the same
controls as Cinema 4D, which definitely
speeds up my workflow here in Data Studio. We can also jump directly into our different orthographic views like we can in cinema 4D. So front view or side view, etc. Or we can use the
keyboard shortcut keys to cycle through these. If we hold control
and the up arrow, we get the rearview
control down for the front view and left and
right for the side views. And we can switch to the
Alt key with up being the top view and down
the bottom view. Then to return to our
perspective view, we can select it
here or just hit Control plus P on the keyboard. Another handy shortcut
we can use to zoom into a particular part of our
model is if we grab the head, for example, and
hit control plus F, that'll frame up on
just the head, like so. If we want to frame back
up on our whole character, we can select the top of
our figure hierarchy and press Control F again to
frame that up instead. We can also hit Shift plus F11 to switch to
full screen mode, which can give you
a bit more space when moving around your scene. And we just need
to hit Shift F11 again to go back to normal. Or we can click on any
of these tabs along here to collapse those pains, which also gives us
a bit more room. And we can bring that back
by clicking the tab again. And we can also customize
which tabs are shown here. I'm personally not a big
fan of the viewport tab, which I don't find very useful. We can right-click on
that and close the pain. And the same goes for
the Environment tab, which just lets us
add a backdrop, which I prefer to
do in cinema 4D. Let's close that as well. And any changes you make to your layout will
automatically be saved. So this is exactly
what we'll get next time we open
up dance studio. If you do, however,
make a big mess of your panels and need to restore
it back to the default. We can hit F3 again to bring
up the customized menu. And you just need to
click on defaults and say yes to restoring
the default settings. But we won't do
that because I've got it just the
way I like it now. You'll probably spend
most of your time in this section as you create your characters using
the different products in your Smart Content tab. Rather than viewing
the products, we can also view these as
individual files instead. And under all files, you can see every single element installed on your computer. So not just the product groups. And again, you can
filter the files themselves into
different categories. We've also got the
Install tab here, which shows all the products
available to download, which is pretty much the
same as we had back in the Smart Content under
available and all. Another place you
can find products is over in the Content Library, which will let you
navigate through the actual folders in
your dad's directory. And we can also see a list of products in alphabetical order. Although we currently
don't have many products installed as this is
a new desk account. Then the tabs down here, we'll come to a bit
later on in the course, as well as these tabs over here, which are quite important. But before we finish
up this lesson, Let's take a quick
look at the tools in our main toolbar here. This is all pretty standard. You've just got your open
save and undo commands here. Then we can use this to
add a camera to our scene. And if we accept that, it'll show up in our
Scene Manager over here. We now have an option
to set our view to that camera and set that
up however we like, just like we would in Cinema 4D. Then we've got a few of
the different lights we can use and deaths, but I'd rather do all my
lighting and Cinema 4D as well. So I never use these. We can also create
a primitive object, which again is the
same in cinema 4D. Let's go with a torus. Like so. We can easily delete objects by right-clicking and delete. Then we have grouping, which is like adding
a null in cinema 4D. And the aligned tool
we also have in C4D. We can also use this tool to switch to keyboard navigation. So we can move around our
scene with our keyboard. Kind of like a video game, which is probably more
for environment creation than character design. So I don't personally
ever use this. We can switch back to
normal controls up here. And we've got a few
different selection tools further along, which I'll cover a
little bit later. So let's move along here
to the spot render tool. And this is like the interactive render region tool in Cinema 4D, which allows us
to click and drag our region to render with
the Nvidia irae renderer, which can speed things
up if you just want to end up part of your
scene to preview. Next, we can choose to show the tool settings panel,
which when active, is going to give us
some extra options depending on which tool
is currently selected, which is a bit like the
attributes panel in cinema 4D. So you might want to lock
that down here as well, because you'll probably
need it from time to time. Beyond that, we've just got a few tools related
to rendering, which we also won't be using because it will
get better results doing all of our rendering
directly in cinema 4D. Then down the bottom here, we have our animation controls, which we'll be looking at
in depth in another video. And this is similar to the
dope sheet in Cinema 4D, where you can add and
adjust your keyframes. And the timeline is a bit
like the Curve Editor. And finally, we've got our
standard file and edit menus. And the Create menu where
you can add cameras, lights, and objects, many
of which we can do directly from
the toolbar here. Then there's tools which are also mostly repeated along here. Render Settings, which we
won't be using in this course, connect to your account options. Then under Window, we can find all the different
panes we can open. And there's quite a few
handy tools in here. The yellow ones are the ones
we've already got open. We've also got some
pre-built workspaces we can use and some
different layouts. We can apply it to our viewport. And that just about covers all the main features
in the data interface. So now that you know your
way around the software, let's take a look at the data marketplace in the next lesson.
4. Daz Marketplace: Alright, so we might
get very far in Data Studio without
any damages, assets. So we'll need to
head over to dads 3D.com forward slash
shop and take a look at their online marketplace where you can see we've got a
load of different assets to choose from at quite a range of different prices and quality. If you are a very
new to data though, and don't want to start
shelling out cash straightaway. They do have a weekly
freebies section up here that we can
take a look at. If we scroll down here, we get a weekly
set of data assets that you can try out for free. Although these do tend to be older assets from the store and generally lower quality like this weird bird
thing for example. But still not a bad place to start or check
from time-to-time. Another option for discounted
assets can be found back in the store in the
sales section here, where there tends to
be a lot more assets at much higher quality, mostly for sale under
$10 each summer, even less than $5, like
this one, for example. So that's definitely a good
place to hang out if you want to build your
library of assets. And other option back here is to join the dad's premium club. And if you get really
into using the software, you can sign up for about $5 a month and get a whole
bunch of goodies, including big discounts,
coupons, and other freebies. However, this doesn't apply
to all models in the store. If we head back to
the shop and scroll down here to the
product filter section, we need to tick
this box to filter only the premium club assets. So only this selection of assets will be included
in your membership, which do tend to be some of the higher-quality
assets anyway. And you can also check for
that below each thumbnail, you're just looking
for this icon here. We've also got a
few other bits of useful information down here. This section tells us which
character version we can use. This asset with. This particular asset is hair. And this is telling
us that we can apply this hair to Genesis 8.18 and the older Genesis
three female models. It's not to say that this
wouldn't work on other models, just that this was designed
for these specifically. I'd recommend using
assets designed for Genesis 8.1 where possible, because they are
the newest and most detailed assets
available at the moment. And 8.1 is slightly higher
in quality than eight. So you could also get
away with those assets. So I'd usually filter
out anything else up here by just selecting the 8.18 versions whenever
I'm looking for assets. So now you know you're getting
the best quality stuff. Let's just get rid of
that membership filter as well to give us
a few more results. We can also sort our list by new arrivals so we
know anything at the top of our list is nice and new and usually the
latest level of quality. And the discounted items also tend to pop up at the top,
which is quite handy. There's a few other
filters up here as well, which can help you find
what you need a bit faster. Genre is a good one. If you want to create
a fantasy render, you can filter that and get
some more tailored results. And if there's a particular
dance artists that you like, you can also filter
that as well. The data originals I
actually created by das 3D and tend to follow the highest guidelines
for quality. So you'll get some really
nicely designed assets in here. And when you started building up a bit of a library of assets, it's also a good idea to hide the items that you've
already purchased as well. So nothing you already own, it shows up down here. The other icons here tell us what kind of asset
we're looking at. And we can see that
this wild woman outfit is categorized
under close props. That it's for people or
does character figures, and that it was designed
for female models. So let's click on one of these and see what other info we get. This product is a
de force outfit for Genesis, 8.18 female characters. And we can find out which
artists created this over here. If you'd like their work,
you can click on those and see more products
by the artist. Then we've got details
about compatibility here, which you might want to
check before purchasing. And you can see that
this asset is compatible with the data into
Cinema 4D bridge, which we'll be
looking at a little later on in the course. So we shouldn't have any trouble sending this over to C4D. We can also access
the files to manually install this in your
dad's 3D library as well, which will also look at shortly. Then we've got the
most important part of this page really, and that's the product shots. And clicking on one of
these brings up a gallery of renders showcasing
this particular asset. So you can get a good
feel of the level of quality and compatibility. And it looks like this
item of clothing also comes with a few
texture variations. Just keep in mind though,
that not everything you see in these images will
come with the asset. It's just for
demonstration purposes. But if we scroll down a bit, we do get a full list of
everything that's included. And right down the bottom, they do tend to mention
other products in the store that are used
in the demo renders. Say you could also track
those down nice and easy if you see something
interesting in here. So having a good read
through this list before making a purchase is
probably a good idea. So you know exactly what you're
getting in the download. You can see we'd be getting a
bunch of clothing geometry, including the course it, the boots and the skirt. And we've also got some
shaping presets for shaping whichever character
you choose separately. So this particular item of
clothing will fit properly. And there's a bunch of
different presets for some of the popular Genesis
eight female characters that you can find in the store. So it's probably worth
checking whichever character you plan on using is compatible. Although there are ways to fit most clothing to just
about any character. And again, we'll look at
that a little bit later on. Then we've got some
material presets, but we won't actually be using das materials as
we'll be exporting to cinema 4D and using
Redshift materials instead. But this does include the
different texture variations that we saw back here. So these different
looks and patterns, which is always good to have. Some clothing assets
also come with various prompts to
complete the look. This one comes with a
staff and Crystal prop, which we can easily applied to supporting
characters as well. We also get some
poses with this, which we can probably see
in the demo images as well. Quite possibly this pose with the crystal staff prop
that's also included. And finally down here, we've got some related or similar products we
can take a look at. Let's go back to
the main shop page and fill to this to only
show Genesis eight products. If we scroll down here, you might find something
like this where it appears that the same
product is in here twice. Only the prices are
slightly different. But that's because
this cheaper one is just textures which can be
used with this product, which is the actual outfit these extra textures
are designed for. And if we go inside this
one and come down here, you can see that the
outfit itself comes with some materials and associated
one and for k texture maps. But you'd be able to
grab that extra texture set and customize this
further if you wanted to. You can also see down here that this particular asset can
be found in a bundle, which is another way to buy multiple assets together
and save a bit of money. If we go into that
and scroll down, we can see what's included
in this particular bundle. So we'd get the costume geometry itself along with the
extra texture set. And we'd also get this
Angelina Jolie looking character called Sharon that this product has
been designed for. So be able to get the whole
set and basically be able to recreate the character
as you see her here, without buying
everything separately. And when these bundles are
on sale as well like this, you can definitely
save some money if you're after all of these items. One thing to keep
in mind though, which isn't visible on
this particular product. But if we pull this one up, occasionally, you'll come
across products like this, which lists other
required products, which means you'll need to
purchase and install these first in order for this
particular product to work. And you probably won't come
across this very often, but just keep an eye out for it before you make your purchase. Let's head back to the shop
and you probably want to start in the people
and wearables section. So have a look
through here and grab your first does 3D asset. And we'll take a look at how
to install them into your Data Studio Library k. So now that you've bought
your first dad's product, we'll head back to
Des central and under DAS studio and my assets. Here's where all the products
you own will turn up. We can just select whichever
asset we want to install, like this, rocker outfit for
example, and hit Install. Another way we can
do this is directly from within Data Studio itself. Under the Smart Content tab, within all products, we should be able to find
that same asset in here. And sure enough, there it is. So if we double-click on that, it'll start installing
straight into the library. And when that's done, we
can double-click on that, which seems to just
refresh this panel and move in store
products to the top. So we can double-click again
and go inside our product. And now we can explore
all the files that are included within
Al Rocker outfit. Finally, if you
are having trouble installing your products
with these two methods, you can also install
assets manually. If you head over
to my account in the online marketplace and
to your product library, we can find another list of
everything we've purchased. And if we grab that
same a rocker outfit, we can manually download
the files over here. And this zip file is the main install fall
you're going to need. But some products,
including this one, come with a separate
templates folder, which can be
downloaded separately because it doesn't actually get installed into your dad's
library with the main files. And this is basically a
template for the assets UVs that you can use to make your own custom textures from. I'll quickly show you
what that looks like. These are the templates
for the rocker outfit. And you can see we've just got the outlines of
each product's UVs. And this one looks like
it's for the boots. So you could just bring
these into Photoshop and paint in your own
textures if you need to. But we'll just stick
to the textures included in the main
installation folder. We've also got the
option to send this file straight to the dads
and store manager. If you've got that
installed on your computer, we currently don't, but there's a link down here to
where we can grab that. Let's download and install
the installer manager, and we'll have a quick look
at how to use that as well. Here's what the install manage. It looks like once
you've got it installed. And again, we've got a full list of all
the products we've purchased that are ready to
be downloaded and installed. The benefit of this
is that we can easily queue up a
bunch of these or download them all at the
same time by checking each box and just start
the Q when we're ready. But if we want to
manually install that zip file we just looked at, which is this file here with the data's product
number at the beginning. We need to get this into the
ready to install tab here. But we can't just
drag this in here. Unfortunately, we
need to go up here to the settings and
basic settings. And we need to locate the package archive
directory on our computer, which is in the C
drive by default. And if we click this link, it will pull up that
folder on our computer. We'll close that and we can drag our product zip files into here. And as soon as we do that and refresh our
installer manager, that product will now
appear inside here. We can easily install that manually because this is
set to delete package. Once installed, it
disappears from here, and we can now find it
over in the installed tab. And from here, it's just
as easy to uninstall any products we no longer want taking up space on
our hard drive. So besides the
official Dad's store, there are a few other
places we can purchase assets for our dads library. The most popular of which is the Render porosity marketplace, which does tend to have some
pretty high-quality assets, which is usually quite
a bit cheaper as well, then what you'd find
on the dad's store. We've also got pho render, which also has some really
high-quality assets. And you can even get
Luke Skywalker on here and a bunch of
other famous characters, uh, probably
copyrighted, but still, I'm sure you can have a lot
of fun with some of these. This one's nice and
cheap and it's even compatible with the latest
Genesis eight characters. But one thing to
keep in mind when purchasing from these
marketplaces is that you can install them via dad's central or DAS studio because they're outside
the main Dad's store. So I'll show you
the easiest way to go about installing these. If we take a look at this tab, I've purchased this
Genesis eight coat from Render porosity, which
upon downloading, will usually give us a
zip, or in this case, a raw file that we
need to extract manually to our dads
library directory. So to find that,
we'll head back to dance studio and over to
the Content Library tab, and will pop open the DAS
studio formats folder, which reveals our dads
3D library folder. And you can see the directory
pops up there as well. But if we right-click on that, we can browse to the
folder location, which takes us right there. And we can minimize this and
make a bit of space here. And we need to
extract this raw file into this folder structure. So let's first take
a look at what we've got inside this archive. We've got the product image
than the template file, which is the UV templates
we looked at before. Then finally, the main
installation zip folder. If we open this
up, and I'm using the free compression app
7-Zip to view these. We can now see all of the main
asset files inside people. For example. We
can see this code is for Genesis, eight
female characters. It's an item of clothing. Then we get the artist's name, which is Coba max in this case, then the product
name, and finally, the assets themselves
and material assets. So if we go back to the
base directory here, you'll see that these
folders correspond to some of the folders we can
find in our library. And he has people,
data, and runtime. So all we need to do
is grab those folders. We don't actually need
the documentation, so we'll leave that. And we can drag these over to merge them into our library. And you can see those
assets have now been added to those
three folders. And now if we head
back to Data Studio, refresh our dads library folder. If we drill down into there and into those same directories. So people, Genesis site, female clothing
artists, cobra max. We can now find our code asset, which we can apply to any
character within Data Studio. And we can also access the different materials
and textures as well. That's the manual
installation process. But just be aware that
because these assets were created outside
the main data store, they weren't show up back
in our Smart Content tab, which only shows products
from the marketplace. So lets just grab our
Genesis eight Stata or Essentials and over two figures, Let's bring you
now Genesis eight, basic female character. And to apply our third-party
products will go back to the Content Library
and to the coat, which gives us options for an
open codes or closed coat. But let's just
double-click on this one. And that's now been
applied to our character. So that's the basics of buying data assets and getting
them into Data Studio.
5. Character Design and Shaping: Okay, so let's talk
about designing and shaping your
characters in dad's 3D. To start with, I've just got our Genesis eight
basic male model, which comes free
with Data Studio. And you can find
that right here. But now that I
bought a few other characters from the store, let's see how we can
switch characters. If we go back here to products in our Smart
Content Library, you can see I've got quite a few new characters installed now. But let's switch our
basic male model with another Genesis eight
male character. So to filter what we see here, Let's switch on
filter by context, which is going to show
us everything related to the Genesis eight male character we've currently got selected. We'll enable that and
scroll to the top. And here's our base model again. But also the other
Genesis eight male models we currently have available, like Josh and Lucas and some more creative characters
like moving the alien, this cartoon Genesis eight
character and L Wolf man. So if for example, we'd like to swap our
basic male character for Lucas while keeping
the current pose, clothing, and other
settings we may have already applied to
our basic model. We just need to select that and double-click on
our new character, will get a pop up asking
if we want to switch characters or if we want to add Lucas into our
scene separately. So we'll select this option to switch this guy out
for our new model. And we've now
switched characters. And the pose and clothing has also adapted to our new figure. And just before we move on, I think this 16 by nine window is a little bit distracting. So let's remove that. So we have a bit
more space in here. If we go to Render
Settings and all, we can choose a different
dimension preset. I will switch this from
custom to active viewport. And now we can take advantage of this full space here
in our viewport. So now that we know how
to add our characters to the scene and replace one
character for another. Let's see if we can
customize one of these pre-made figures and see if we can make
them more unique. If we pop open the shaping panel here and remove any
filters by selecting all. And this is content
sensitive as well. So we need to make sure we
have our character selected. We can now find all the
shaping options listed down here that are available to
this particular character. So this one here
is for the height. We can adjust that to make our character shorter or taller. Or we can make him a bit
more stocky or thin amount of bits with the
emaciated control here. If we go over to the
active filter here, we can get a preview
of how some of these shaping presets will
affect our character. And some of these morphs,
as they're called, have actually come from some of the other characters we've
purchased in our library. So let's give one
of these a try. Let's try fattening him up
with the heavy body morph. And if we take a look
at the top here, we can find some of
the other morphs associated with the other figures that we've
gotten stalled. And here's the Josh morph from the Josh
character over here. And there's also a Lucas
morph over here as well. So we can start to blend
in different characters and mix and match these to
create something unique. And what's really fun if we
just reduce this one again, is that we can
look down here for the more extreme
character morphs. And here's our alien
and werewolf morphs. So let's try blending those in. And now we've gone from
Lucas to Marvin, the alien. Or we can back that off
and bringing the wolf man. Or to make something
more unique, we can set this one to 50
per cent and blend it with 50 per cent werewolf to create our own
original character. And to refine this even more, we're not limited to just
blending full body morphs. If we were to grab
just the nose, for example, we can shape
just that part of the model. So let's try the
nose bridge depth, which doesn't do too much. What about the width? Also a bit subtle. Let's zoom in a
tad and we'll try the nose height,
which is interesting. There's loads of these.
We can try it to really customize the look
of our character. Let's see what we can
do with the ears. And we can move these into a more l flag shape
or make them longer. And you can really
go crazy with this. If you do ever find that
you've gone too far, we can always reset
the shaping by replacing the model with our
original character again, by double-clicking this and just applying that to the
selected character again. And now we're back
to Lucas again. So every time you install
a new character figure, you will end up with even more amorphous to choose
from over here. So the possibilities
are pretty endless. The cartoon morphs that
always pretty fun as well. If we apply this, we can get some cool
manga kinda looks. So that's the shaping tools. Another tool we can use
for shaping the face of our characters is
the power pose tool. You can find that up
here under window panes. And here it is. We'll just talk l power
pose window over here. And this tool is mainly used
for posing your models. And we'll take a look
at doing that as well a little bit later on. But if we click into
the face up here, we get access to the
facial posing tools, but we can also go further
into this face icon here, which will actually allow us to manipulate the shape
of the face as well. And basically, if
we click on any of these points, like the ear, for example, and drag while holding the left
mouse button down. We can move and reshape that particular part
of the character. And if we right-click instead
and move our mouse around, we can rotate that
selection as well. And if you find the controls for that a little bit fiddly, we can also switch to
the universal tool, which gives you gizmo controls like you might
find in Cinema 4D, which will allow
you to move, scale, and rotate parts of the mesh so you can get some
pretty unique looks as well. Let's try manipulating
the eyebrows as well. And just move these up a bit to give him a bit
of a smug look. Or maybe we could
grab the nose and bring this out this way to
increase the size a bit. And why stop there? Let's grab his chin and do a little surgery
down here as well. And now he's definitely
starting to look pretty unique. So that's shaping with
the power pose tool. We can also shape our
characters with deformers, just like we can in cinema 4D. So with this character selected and we're
using Josh this time, we'll come up here to Create
and create a new de forma. And you can name it if you like, but we'll just go with
the default name. And if we pop our character
hierarchy open here, we can find that the
former in here now, which gives us a
representation of what part of our character is going to be
affected by the deformer, which is currently
the whole model. But if we grab the
controller here, we can scale this
down so that it's only affecting the middle
section of our character. And we can move this up as well. And I want to isolate it to
just the belly so we can deform the shape of that and give him a bit
of a beer gut. We'll scale that in
on the sides as well. We don't want that to
select the back as well. Will also scale
that in this way. And just move that till it's
only affecting his belly. And now if we click
on the D form our base and pop that open, We can now grab this, which will let us start
deforming the surface. And if we move this outward, that'll start bulging
that belly out like so. We can lift that
up a bit as well. And you'll notice
the pivot point for the deformation is actually
down here at the moment. But if we want to
center that up here, we just need to grab
the deformer base again and just shift that pivot point to
where we want it. And if we switch back to this, that deformation will
be from that point. And at this point, I want to affect
more of the sides. So we'll go back to our selected here and scale that out
to the sides a bit more. Which rounds that
belly out of it. And we might do that
up this way as well, giving him a bit of a pot belly. Or we could come back
to the deformation and bulge this out to
the sides a bit more. And I think I'm pretty
happy with that. If you wanted to give
you other characters the same belly morph, we can actually save this
as a shaping preset, just like the body morphs
we looked at earlier. So to do that, we will need
access to the deform menu, which we can also find
up here and pains. So this one here will dock
that over to the sign. And to save the
deformation that we've done here as a morph preset, we just need to
select the root of our character rather than
the deformation itself. And over here, we'll check on Apply spawned morph and
to remove the deformer. After this, we can also activate delete
applied deformers. Then we just need
to hit spawn more of we need to give it
a new more for name. Let's just call it belly morph. We'll hit yes to this. And when that's done, you can see at a former has now been removed from our stack. And if we take a look
under the Parameters tab, under our Josh character, and under morphs, we can now
find our new belly morph. We can use this
slider to increase that effect or decrease it. But we don't really
want it to go beyond that original flat belly shape because that looks
a little bit weird. So we can hold Alt and click on the value
here to reset it to 0, which removes that
deformation completely. And if we click on the
little settings icon here, and under parameter settings, we can set a limit
on this slider so it won't allow
negative values. We'll enable that will
change the Min value here, which is currently
allowing values as low as negative 100%. We'll just set that minimum
value to 0 instead, which is flat like this. And we'll accept that. And now you can see our
morph starts back here at 0, and we can only increase
that effect to 100 per cent or remove
that morph entirely. So our preset has now been
applied to our Josh character. But we need to do one more
step if we want to be able to use this on our other
Genesis eight characters. So again, we'll make sure we've got our character selected so we can export any custom
ofs we've got set up in here. Then we need to go
to File, Save As. And right down the bottom here from the support Asset menu. We'll select the morph assets. And we can set a
directory for our Morph, which has already set
to our dads library. So let's leave that there. And if we look down here
under the Josh character, we can access the custom morphs. And we'll just select
our belly morph. And we've got the option again to name it whatever we like. So we'll call it belly
morph again and hit Accept. Now, if we go back to
our Smart Content tab, will bring in a different
character to apply this to. Let's go with Marvin the alien. And if we want to add
another character to our scene and keep
Josh in there as well. We'll just double-click
into here. Then holding Alt
on the keyboard, we can click and drag
Marvin into our scene. And we can actually place
them wherever we want. So about there looks good. And this time we'll choose, load a new figure
into the scene. Now if we grab our
Marvin character and take a look at
the morphs available, we can now access our
saved belly morph. So now we can apply
this to him as well. And now he's also got a nice big beer belly and weight control
F to frame him up. And we can blend this in
with any other most we like to further customize
our characters. One final thing before
we finish up though, if we take a look at Josh again, you can see that that
deformation has popped that belly through
his shorts like this. But we can actually
use are shaping tools on clothing as well to fix this. So if we grab his boxer shorts here and head back over
to the Shaping tab. Under all, we can also find a bunch of morphs to
adjust our shorts. And we can actually
apply shaping to pretty much any kind of asset in deaths and not
just our character meshes. So let's give it a try. If we tweak these sliders a bit, we can expand those
shorts out to make them fit around
his belly a bit more. And that's just
about there already. Let's just widen the
sides a bit as well. And we can also come back to our character again and reduce the belly morph a bit
until those sorts of fitting nicely
again, like so. We'll look at some
other ways to adjust the clothing a little
bit later on as well. But that's pretty
much it for designing and shaping in Data Studio.
6. Clothing and Accesories: Okay, so let's talk about
clothing and accessories. In our scene, we have
our trusty old Genesis eight male figure. And if we look at these
Smart Content tab here and go down to
the wardrobe filter, we can see all the
different items of clothing we currently
have installed. And you will notice
we're also seeing clothing for female
characters as well in here, which you technically
could still apply it to your
male characters. But if you want to filter this, so we only see clothing designed specifically for male figures. We just need to switch
filter by context on again, which narrows it down to just these four
installed products. We could also go over
to the files tab here, which is inheriting that
same wardrobe filter, where it shows us
each individual item of clothing rather than the individual products
they belong to that are for our Genesis
eight male character. But we'll go back
to products view. And I want to address
this guy up in a nice suit of armor. So we'll grab the STF
bone breakout armor here, which is also
designed for Genesis. Eight males will
double-click that, which then shows us all the individual
wardrobe items included in this
particular product. So with our character
still selected, we can double-click
on one of these to apply it to our character. And that's applied at
exactly where you'd expect it to go on our model. And we could carry on applying each item one by one, like so. But most products and dads will also come with the ability to apply a complete set of
clothing items and accessories. As we can see up here. This one actually has
three wardrobe sets, including the barbarian set, the bone break a set, and the gladiator set. So if we were to double-click
on one of these, again without
character selected. That's now applied that full
costume to our character, which is quite convenient. And we might just
grab our tone map up. And in parameters,
Let's just brighten up the exposure so we can see
that armor a bit better. And that looks good. But I think our character
might be a bit too scrawny for the bone,
break a costume. So let's grab our figure again and head back over to
the shaping controls. And we've got this
bodybuilder morph down here. So let's blend that in to
bulk, outgoing up a bit. And you'll also notice that
the clothing stayed in place and adapted to the
Morph, which is great. And aside from the wardrobe
items in this product, this particular asset
also comes with props, which in this case is
a series of weapons. And if we click on this knife, for example, that gets placed at the center
of our scene here. So let's undo that
and try the sword, which also turns up down here in a bit of an awkward position
for our character there. So we'd better
undo that as well. If you want to place a prop directly into one of his hands, this particular product
also has the ability to do that by clicking on one of
these items labeled L, H, or H for left-hand
and right-hand, which is pop that into
his right hand and tweak the hand pose
itself to grip the sword, which is also now parented to the hand as well,
which is quite cool. So let's put the knife
in the other hand, will need the left-hand version. And there we go. So now that we've
got him Ahmed up, let's see if this
product comes with any poses we can use. And indeed we've got a
few to choose from here. Let's just try this first one. So I'll double-click
on that as well. And now he's looking a
bit more intimidating. Plus the props and clothing
are still parented correctly. And we will look at
posing our models a bit more in depth later
on in the course, but using the preset poses
is a good way to start. Let's see what else
we've got included here. We've also got some
material presets, which will also look
into a little later on. And we have some accessories. And in this case, we've got a few
different Nicholas's we can add to our character. But these have
actually already been applied because they were
part of the bone break. A wardrobe set that we
added earlier back in here, which is the full set of
everything in this product. So that's how we'd
apply agenesis eight assets to a
genesis eight character. But we can actually
apply older assets to our Genesis eight
characters as well. So let's take a look at that. This time we've got
the Genesis eight female character
in here instead. And over in smart content. Where filtering this
by wardrobe again, which shows us
everything designed for our Genesis eight
female characters. But if we disable
filter by content, we now have a lot more assets
to choose from in here, because we're no longer
only showing items designed for Genesis
eight figures. We're also seeing clothing
for male characters as well, which we can still apply it to our female characters
if we want to. And we've also got
items designed for older Genesis
characters like this, a raincoat that was designed for the older Genesis
three characters. So let's see how we go
about applying assets not designed for our
current type of character. We're going to inside
our raincoat asset and in the wardrobe items, Let's start by adding
just the rain jacket. Rather than applying
straight onto our character. Getting into triggered
the auto fit pop up because does is
clever enough to know when you're trying to apply an older items to the
wrong kind of figure. But we can use this
feature to convert older assets for use
with newer characters. All we need to do is
tell dazzle which figure the asset
we want to apply. It was originally created for. And we know that this is a
Genesis three female raincoat. Let's select that. And then it's
asking what kind of isomer we're trying to apply. Depending on the item, it might not always fit into one of these four categories. In our case, we could
probably go with dresses because I guess it
is a little dress like, but what I usually do if
in doubt is just leave this set to none and hit Accept. And that usually does a
pretty good job of figuring out how to adapt this
to our character. Like so. You can see it wasn't
quite a perfect auto fit. Her bumps poking
through slightly here. But after we pose our character, we should be able
to correct that. And also this area here. So let's do the same again
and add the socks this time. Again. This is for Genesis
three females. And there's no option in
here for socks either. So let's just go with none. And that's done a
fairly decent job of applying the socks as well. Then we'll do the
same for the shoes. I think if we zoom in here, we are getting quite a bit of those socks poking
through the shoes, which might be a bit
easier to see if we apply some different
materials to these. So let's just turn on
the materials filter. And we'll go into
this a bit deeper in the materials section
of the course. But for now, let's
just scroll down here until we find the
shoe materials. And we'll go with this nice
yellow Gumbert material. So let's double-click that, which you'll notice did
absolutely nothing. And that's because
we actually need to select the item
of clothing we want to apply this to from
our hierarchy over here. So we'll just grab those boots
at the bottom of the list here and try
double-clicking that again. And now that material has
been applied to the shoes. Then we'll grab this
socks and we'll see what material options
we have for socks. And we've got a few different
patterns to choose from, but I think we'll just go
with the plain white socks. So double-click those. And now you can probably see those white socks poking through those shoes
a bit easier, but we will fix
that very shortly. Let's just finish
applying materials here. We'll grab our jacket. And I think that was back
towards the top of the list. And we'll keep the outfit color coordinated and give that
the yellow material as well. While we're here,
let's also see if this product comes
with any prompts. And it wouldn't be a rain
outfit without an umbrella. We've got a few options. Let's just looks like
the umbrella itself, which will pop in at the
center of our scene. But I'd rather have
this in her hand. So let's undo that. And we've got this umbrella left hand and umbrella right hand. So let's just say
our character is left-handed, so
we'll apply that. But if we take a look at this, it's not actually
anywhere near her hand, which can be a bit
of an issue when applying old assets
to new models. But we can fix that manually if we grab our universal tool, which if we grab this, will give us the
transform gizmo. And we can just
reposition this by eye. Down here to her hand. You'll notice as well
that this didn't repos our character's hand so she could grip the
umbrella and like it did with our previous
male character. So we'll have to do
that manually as well. So if we grab the
root of our character again and head over to poses, you can see we've got the hand poses separately
in this product. We need to apply
the left hand pose, which is this one. And now she's
clenching that fist. So we should be able to slot
that umbrella into there. Now, about there looks good. We might as well give this
some material as well. So let's go back here and see what options we've
got for the umbrella. Let's go with this
semi-transparent material instead. Okay, that looks good. Let's quickly pose our character and we'll take a look at how to fix the bits of sock that are
poking through her shoes. So let's go back to our
list of products and make sure we have the root
of our character selected. Then we'll filter by poses. And I've got the April
showers poses installed here, which is also designed for
older style characters. But let's go in there and see if these are going to work
without neurogenesis, eight female character as well. So when picking one
of these poses, we want to make sure we
choose one that features the umbrella in the left
hand as we've got it here. This one with LAH in
the title might work. Let's double-click that
and give it a try. And it's warning us that some
of the values in the pose preset outside the limits
of our current character, which usually happens
when you try to apply old poses to
new characters. So if this happens to you, I'd recommend leaving the
limits on as they are. Otherwise, you might
get some weird bending and twisting of the
characters bones. Let's just leave those on. And unfortunately, it's still didn't quite work as
well as we hoped. Her right arm is bending a
bit awkwardly back there, but we can fix that
manually as well. Let's just click on
her shoulder here. And under parameters, we can
tweak some of these values, like the Ben maybe to just bring that back out by her side. And we'll grab the next
bone in the hierarchy and just twist and
bend that out as well. We don't need to
be perfect here. We'll look more in depth at posing a little later
on in the course. But we'll just tweak
this enough so that the clothing isn't
intersecting too much. So bring this amount
of tad as well. And maybe from the
shoulder instead. We'll bring that out. Which looks about right. We'll just twist the
hand around as well. So the umbrella isn't going
straight through her face? Maybe from the forearm. Okay. That'll do Let's
see what we can do to fix the intersecting cloth here and down through the shoes. So let's grab the jacket itself. And actually the
surface selection tool here is good for doing this. And now that highlights
that part of the jacket and
selects it over here. And now if we go to
our shaping panel, we can apply shaping to the
coat as well under actor. Or better still,
the code itself. So just like we looked at
in the shaping, listen, we can reshape the clothes and make them fit the
body a bit better. In this particular item, we can make the skirt longer
or shorter if we like, or we could tweak the belt. And you can see we can
swing that either side. We could adjust the
sleeve length as well to fit your character's
arms a bit better. But in our case, to fix this particular area
will probably need to adjust the chest
settings here. Let's try this one. And as easy as that, we've now puffed that up a bit and gotten rid of
that intersecting. So let's check the back as well. Which looks fine except for this little bit poking
through down here. Let's see if we can fix that. Probably under the
glutes adjustment here. And that's also sorted that out. So back here, we do still have some weird stuff going
on in the armpits, which is mainly due to
using older clothes and poses on our Genesis
eight character. But let's see if we
can fix that as well. If we go up here this
time to edit object, and down to geometry, we can try adding a
smoothing modifier, which is a handy
little tool for making clothes fit to your
care a bit better. Okay, that now if we
go back to parameters, we now have this mesh
smoothing control down here. So let's see if we can use
this to smooth this area out. First, we need to choose the object the cloth
needs to collide with. In our case, we want
it to collide and conform to the shape of
our character's body. So that needs to say set to our Genesis eight female figure. And now we can use
a combination of the collision iterations and smoothing iterations
to smooth this out. So let's just increase these 21 and see if that
makes any difference. And it did start to
close up that gap. So let's bring those
up one more level. And there we go. The clothing is now colliding
with the character much more accurately and that's
looking much better. Let's move on to the shoes. And we should probably check
the socks first to make sure there's nothing weird going
on under there as well. Let's collapse this backup and fund the boots
in our list here. And we can click the
I to hide those. And it does look like
we've got a bit of skin poking through
these as well. Let's grab the socks and
under Mesh smoothing. Let's increase this again. Which did the job. So let's
bring the butt's back. And this time,
let's swing back to the Shaping tab and see what's shaping options
we have on these. We could try the Expand
all slider here, which grows those shoes outward, which
could be an option. Another option we
could try though, is backup here under
the Edit menu. Under objects geometry, we
want to add a push modifier. And okay, that. And that's also given our
boots a bit more thickness. And we can adjust this back in perimeters and mesh
offset down here. And by default this
is set quite high. But if we drop the value
down to something like 0.1 or maybe slightly
higher, Let's try 0.3. And there we go,
that's fixed it. However, I personally don't
use the mesh offset too much because it can mess
with the geometry a bit. Most of the time you're
probably better off just using these shaping tools. But failing that it's
always an option. So that's how we can fit
older clothing items on ten new agenesis characters. Let's now have a look at
some other things we can do with clothing in dad's. Some clouds can actually be simulated directly
in dance studio, like you might do with cloth
dynamics in Cinema 4D. But not all items, only items from the store
that are de force compatible, like this one here. And d force is basically the simulation engine
in Data Studio. So just make sure whatever
product you find in the store has that in the title and
you should be good to go. In fact, let's just check
what other items we have in here that we can
run a simulation on. Let's type de force into
the search box here. And we've actually
got quite a few of these installed now. And these do tend to
be mainly new items designed for Genesis, eight characters and above. So you could even do
the same thing back in the desk door if you're
looking for these items, just type de force up here and you'll get a full
list of compatible products. And there's also de
force hair available to. You could simulate
hairstyles as well. But if you just
want to see close, we can click People
and wearables and just filter clothing
and accessories only, will just need any one of these. And because we're using a genesis eight female
character again, we might want to
filter that as well. So grab one of these if
you'd like to follow along. Let's head back to Data Studio. And the defaults product will
be using is this one here, the air winner outfit, which looks great by default, applied to our character. But let's see what happens
when we add a pose. Let's filter these by function and take a look at
the Flying poses. I think we'll go
with this one here and we'll leave the
limits on again. And now you can see where
we might run into issues. It doesn't look too
bad from the front. But if we spin around here, you can see that that
dress definitely isn't conforming to the shape
of the body so well. And this leg is actually
going straight through it. And this is exactly the
kind of situation where simulating your clothing
is going to help. So to do that, the first thing we need to do is make sure that we only have the objects in our scene
that we need to simulate. In our case, that's going to be just the clothing and whatever you want colliding
with the cloth, which in our case is going to
be the character base mesh. So let's hide some of these accessories
that also come with our divorce products
because we don't need them to interact
with the same as well. In other way we can do
this is grab one of these. And under perimeters,
down under display, we've got a simulation setting. And if we want to
keep this visible, but exclude it from
our simulation, we just need to
turn it off here, which is a bit like removing
a Dynamics tag in Cinema 4D. But to be honest, it's
quicker to just hide these. So let's just make sure
all that's visible is the gown and the sleeves, as well as our character mesh. Then we'll go over to
the simulation tab, which should be here by default. But if it's missing for you, you can find that up here
on the window panes. And down here are the
simulation settings. In there. All these are the main
simulation settings. Before we do anything here, we just want to make sure that the dynamics engine
is set to de force. We won't go over all
of these settings. Just what we need to get a
decent cloth simulation. Ideally, what we
want here is to keep this exact pose but get rid of any intersecting and
just have the cloth draped down more naturally
with the help of gravity. So let's start with
this setting here, we'll turn the start bones from memorize pose off for
our first simulation, but we'll come back to
that in just a minute. Then we've got frames
to simulate which you might use if you've applied some keyframe animation
to your character, which in this case we haven't. As you can see, there's
no keyframes down here. And again, we'll look at
that a little later as well. But for now, we just
want to keep our modal stationary like this, but just simulate the
cloth on her as is. So we'll leave that
set to current frame. Then we've got our standard
simulations settings like gravity, air resistance, and a few others we'll
probably come across when doing dynamics
in Cinema 4D, as well as the subframes
and Solver iterations, which we can use to increase
the accuracy of our sims. But let's just leave everything
set to their defaults. And we'll come up here and
hit the simulate button, which has done a pretty
good job of draping the cloth over our
stationary model. However, I can still see
some areas of clothing poking through our character,
especially down here. And that's probably
because the cloth is having a hard time wrapping around are
fairly complicated pose. If she was standing straight up with their arms by her side, this might have
worked a bit better, but if we want to use a more
elaborate pose like this, we might need to
try something else. Let's just come back over here and hit the clear button to clear our simulation and reset it to how it
was originally. And this time we're going
to try simulating with start bones from memorize
pose switched on. And basically the
memorize pose is the starting pose of our character when we first
added her to the scene. Before we apply it,
our own posed to her. And we can revert back
to that to have a look if we just grab our
characters hip bone, which is the top of
the bone hierarchy. Then over here we've got a little pause icon where
we can restore the figure pose and clicking that
puts her back into the original a pose from when we first added her to the scene. With this checked on, our simulation is going to start with our character in this pose. As the simulation progresses, she's actually going
to animate into our custom pose and the cloth
is going to follow along. In theory, we're going to get a better results and reduce
any weird intersecting. So let's try it. We need to grab our character
again though and come back here and re-apply our custom pose and leave the
limits on again. Then back to
simulation settings. And another thing
we might want to look at before we resume this is in our default settings. Under advanced, we can just double-check
that we're taking advantage of our GPU when
we run our simulations. We've got two old
GTX 1080 is in here, but just make sure this
is set to use your GPU. If you've got a
good one and you'll simulations should
calculate a lot faster. So with these settings now, let's simulate our cloth again. You can see she's reverted
back to that a pose now. And as the simulation
progresses, she slowly moving back
into our custom pose. The cloth can transition a bit easier and we should
get a better result. And it did take a little longer
to calculate them before, but I definitely think we're getting a much better result. We've now gotten rid
of any intersecting and it's draping a
lot more naturally. So nine times out of ten, simulating with these settings
are going to do the job. But let's take a look at a slightly more
complicated setup. If, for example, your
character had a large dress like this and you wanted
her in a sitting pose. This one, maybe
you're going to get some pretty weird results where the dress is just
wrapping around and flaring out all
over the place. So let's see how we
can fix this with another D4 simulation so
that the dress drapes down over her legs and onto the floor and also over
whatever she's sitting on, which I think in our
case will just be a box. So let's bring in a
cube for her to sit on. And we'll just hide
the dress for now. So she's in her underwear, which will make positioning
the cube a little bit easier. Then we'll come up here and
creates a new primitive. And we'll select a
cube and accept. Then we'll grab our
universal tool, which gives us our
transform gizmo. Then we'll make sure we've got our cube selected over here. We'll just scale this
down by clicking here on the y-axis and just bring
that down into position, which might be easier to see if we switch to the left view. And we'll just position this. So it looks like she's sitting
right on top about there. Looks good. And we will tweak
the positioning of the hands as well in a second. But let's go with
this for the box, we'll switch back to
perspective view. And we'll also need to
rotate the box around a bit. So that's not going
through her leg like that. So we'll grab this handle here and just point that
in this direction. And finally, just pull
that back this way. And I think that should be fine. Let's bring in a plane as
well to use as a floor. So our dress has
somewhere to fall onto. So back up here and grab
the plane this time, which defaults to
five meters wide, which I think should be fine, except that we might
just rotate this around as well so that it's
in line with the cube. Okay? So like we did in
the last example, we want to simulate this from
a straight standing pose, transitioning to
this sitting pose. And this time we're going
to do this with animation. So let's come down to
the timeline here. And we know that
this is going to be the final position of your pose. So let's go ahead to frame 30
at the end of our timeline. And it will set a keyframe
at this sitting position. So we need to come back
up here to the hip bone. And we want a keyframe,
all of the bones. So we'll right-click
and under Select, we need to select the children, which selects the
entire bone hierarchy, which is also shown
over here now. Then still on frame 30, we'll make sure we have
objects selected here. And we'll click this icon
here to add a keyframe. And it doesn't look
like anything happened. But there is now a little
black line on the timeline here indicating that a
keyframe has been added. And now if we go
back to frame 0, we need her to be in the
standing position again. We'll grab just the hip and back here will restore the
Figure Pose again, which has put her back
in the original oppose. But it's also put a right inside the box which
we don't want. So we'll also need to move it over here for this keyframe. So grab the gizmo again and
drag her back over here. And if you find that it's
not being very responsive, it's probably because we've got our hair visible in our scene, which tends to have really
high polygon counts, which can slow your
system down quite a bit. So we can actually hide that
for now because we don't want it to be part of
our simulation either, because it's only going to
slow things down even further. So I'll hide both parts
of the hair mesh here. And moving this should now
be a bit more responsive. So I will just try and position our character
parallel to the box. So it's nice and easy
for her to sit down. Will just spin around a ten. So when she's animated, she's going from here
straight back onto the box. And actually, as the
dress is quite long, we might just cheated
a bit and have our starting position
slightly up above the ground, so there's space for
it to hang down. So now sugar from up here, slowly over to the
sitting position. And hopefully doing this
will prevent any limbs crossing over or
intersecting bits of cloth. So we just need to
keyframe this as well. So right-click again on the hips and select
all the children. Then still in object mode, we'll add another keyframe
at two all the bones. And now if we scroll
through the timeline, we get a nice smooth transition
from standing to sitting. I think we're ready
to simulate this. Let's collapse this up. And we can probably hide her
eyelashes as well because we don't need those to be part
of the simulation either. Then we'll bring back the
dress and we can hide her underwear as
well because they also don't need to be
part of the simulation. But we do have one
little problem here. The dress is going
through the box, which could potentially
break now simulation. So we will need to fix that with our character
selected again. We'll bring that
forward a tad until the dress is outside the cube. We just need to
select the children again and overwrite that
keyframe back on frame 0. And we'll just scroll through
the timeline again to make sure that's all good now,
which I think it is. So let's head back to
the simulation settings. We can just click here to
collapse the tips panel there. And this time we want start bones from MRIs
pose switched off. But under frames simulated, we want to change
this to animated, use timeline play range, which as the name suggests, will use the keyframe
animation from L timeline. So we'll do one last check
that we only have the objects visible in our
scene that we want to be part of the simulation. And then we'll hit simulate. And there you go. We're getting some nice looking
folds increases in that dress and
everything's colliding nicely with the
floor and the box. And just to finish this off, we could grab our active
Pose tool and just tweak those hands so that
they are actually touching the cube, like so. And again, we'll go deeper into posing a little later
on in the course. And finally, we'll just turn
the visibility back on for all the other objects in our
scene to complete the setup. And that concludes our look at clothing and
accessories in deaths.
7. Hair: Okay, let's see what we can do with hair assets in dad's 3D. Again, we're using our Genesis eight female model in our scene. So let's just filter
by context so we can see all the hair products that are designed
for this model. And I think we'll go
with the Clio here, and we'll go with the
Genesis eight version. So as usual with our character selected, let's
double-click that. And that's looking cool. Although it is looking a little transparent in the
Viewport here. So let's first click here
and turn off the floor, which makes things a
little easier to see. We might also switch back
to texture shaded mode. Okay, that here's a
bit easier to see. Now, some hair products come
with their own materials, accessories, and in this
case, poses as well. So to make your hair
look a bit more dynamic and not just
falling straight down, we will need to select
the hair object from the hierarchy and apply
a more interesting pose. Let's try this one, which probably suits the
body pose a bit better. Although I feel like the hair
would probably be more to this side if she turned
her body like this. So maybe we'd be better off with something like this instead. That's better. So that's
our basic hair posing. One thing I'll also
mention that I've just noticed that
this product is that some assets also have a Lost and Found filter,
as we can see here. And basically, this is
just where anything that doesn't have any
metadata will end up. So it's probably worth
checking because sometimes poses
will end up in here like this because
they don't have any tags or don't fit into
the different filters. Let's also take a look
under the materials where we've got different
options for coloring the hair. So let's maybe go with
this blue option here. So again, making sure
the hair is selected. We'll double-click that. And that's looking pretty cool. Let's have a look at manually
posing our hair as well. If we click on one of these
painted plots of the hair, we could manually
rotate that out a bit more or with the
active Pose tool here, which again, we'll
look at more in depth in the posing
section of the course. We can click and drag these out. Its influence all of the plants together in a bit more
of an organic way. Or we could try that on the main body of
the hair as well. And this bit as well. Or we could go back to
the root of the hair. And under the Parameters tab, you can see we've got the
name of the hair here. And under the active filter, we get a load more
sliders we can use to tweak the different
parts of the hair. So let's try this first one, which lifts the crown of
the head up and down. Or we could adjust the hairline, try some of these ones. We can also head over
to the Posing tab and click on actor again, we will find even more
options to control the hair. And the fringe controls
down here are quite cool. Then down here will
allow us to twist those braids or flare
them out a bit. When you're happy with the hat, it's probably a good
idea to switch back to the IRA view to see how things
are looking when rendered, just to make sure the hair is sitting the way you like it. We might just increase
the exposure a bit in the tone mapper again. So we can see that a bit better. That's the standard
way to pose your hair. But we can also simulate
here dynamically as well. So let's take a look at another example and
see how to do that. So just like clothing and dares, we can simulate assets that
are de force compatible. So under our hair filter, let's do a quick
search for de force, which we currently have five different hair
products installed. And I've actually
already applied this one to our Genesis eight
character here. So let's head over to
the simulation settings and reset this back
to the defaults. So we're starting fresh and we'll try
stimulating our hair. And just like we did
when simulating cloth, we need to remove
anything in our scene that we don't want to
be part of our Sim. Like the boots for example. We can do that by switching
off the visibility or down here under
display simulation, we'll just turn off
visible in simulation. And we'll do that
on all the items of clothing in our scene. So that we're only left with
the character and the hair. And the hair is
actually in two parts. This bit is the
main hair geometry. And this is the scalp, which if we take a closer look
at by hitting Control, F, is just a separate geometry that has this texture
applied to it. So we don't really need that
in our simulation either. So I'll switch that off as well. So now we've only got the
de force here and now character geometry included in the sim will frame
this up again. And we could run this as
is from our memorize pose, which like we looked at back
in the clothing lesson. We'll go from the original
oppose to the current pose, which will actually be
quite slow on here. So that's one way to go. But we could also clear that and switch that off so
that the post stays like this and the
hair settles straight down into place
because of gravity. So something like this, which is also quite slow. So let's stop that there. Or another thing
we could do to get this hair to match the
pose a bit better. It looks like she's jumping
downward in this direction. So it'd be cool if we could
push the hair back this way. So let's clear this. And if we come up here
to the Create menu, we can probably do this
with a d force when node, which is similar to the
wind force in cinema 4D. And we'll accept that. And if we zoom out of ten, we can see the window down here. So we could grab that and move it wherever he
wants in the scene. And I might just angle
that upward a bit. So it's pointing in the
direction of her face. Then we'll take a
look at the Windows settings in our wind node. And these are very similar
to the wind settings we'd expect to find in
Cinema 4D as well. But before we go
changing any of these, Let's see what the
default settings give us. Let's simulate this. And the hair just drops straight down again
like it did before. So it doesn't look like the
wind is affecting it yet. Let's cancel that and
clear the sim again. If you want the hair
to be affected by the wind in dance studio, we actually need to
make sure it's within the area of influence
here, within these bounds. So let's just try repositioning this directly in
front of her face. About there should do it. And to be completely sure, our hair is within the
windowed area of influence, Let's just enlarge that by increasing the
diameter setting here. And there's also
a falloff control which can adjust this
outer area as well, just like we get in Cinema 4D. But we didn't really need to
do that for this same set. Let's leave this as
is and re-simulate. And we'll stop that there. That wind is definitely
starting to push the hair back in this direction. But I think I want
it to be a bit more extreme and even lift
upward a bit more. Let's grab the wind again and rotate it upward a
little bit more. And will also double
the strength to ten and clear and
re simulate that. And actually, I'll
just double-check that our hair still fits
within those bounds. And we'll just bring it
down to ten and try that. We'll stop that there. And it's definitely starting
to get there. But if we take a
look from up here, you can see that that
wind is blowing air up here and pushing this part
of the hair around here. And the same on the other side, which looks a bit weird. Ideally, we want this part
to be blowing backwards as well to make it look
like she's falling down. But the problem is
our character mesh is actually blocking the wind and preventing it from affecting the hair directly
behind the head. So the wind is only
going around the sides. So to fix that, we
need to do is grab our character and back down
in the simulation settings. We can just remove
her from the sim so the wind will only
affect the hair. Will clear that and
try this again. And we'll stop that there. And now if we take a
look from the top, that means now going
straight through and pushes all the hair in
the direction we want. And I think that's looking
a bit more realistic. Cell will fire off
an IRA random. And that's pretty much the
basics of hair in DAS studio.
8. Materials: Okay, so let's take
a look at textures and materials in DAS studio. In our scene here we've got the Victoria 8.1 female character. And if we pop this open, we've also added a few
items of clothing, including a top
and some leggings, which are part of this
x fashion spring set. And along with the
clothing geometry, this product also comes with a bunch of material variations. We can apply it to the close. And we've got quite a few colors and styles we can choose from. So if I grab the
top, for example, let's switch this
red color out with maybe this purple variation. So we just need to
double-click on that. And it's now been
applied to the geometry. We can easily cycle
through these until we find the look we like. And as we did in the
previous lesson, if we want to get a
better look at this, we can switch the view
mode two filament PBR, which gives us a more
realistic representation of how those textures
actually look. Aside from the hair, of course, which looks a little bit weird in this mode unfortunately. And we can also take a look
at the material attributes of any object down here
in the surfaces tab. And this is the
current material. Apply it to our top.
If we click on, shows us the
material attributes, which is very similar
to what you might find in cinema 4D and redshift. And if we roll over
the base color, which is like the diffuse
color in Redshift Materials, we get a little preview of the image texture that's
currently plugged into there, which is that white
shirt variation. And if we click here, we can actually swap
that texture map out for any of the other maps
currently used in our scene. Or we can come up
here to browse, which pops up the
directory where our current texture is located, which is in our dads library
in the project folder. We could choose a different
texture from here, or we could grab the
current text jump, which is this white one here, and customize it further
outside of their studio. So we could open this
up in Photoshop and paint in our own design
if we wanted to, we could grab any of
the other textures from this particular product. And we even have
all the maps from the other items of
clothing in here as well. Let's just close
this for now and take a look at what else we
can do within our material. If you wanted to do some
simple color correction within Data Studio, we can tint our
textures by turning the diffuse overlay fully
up to 100 per cent, which then gives
us the option to select a diffuse overlay color. And if we click here, we get our color
swatches pop up. So let's choose a
nice bright green. And now she's got a green top. And if we undo that and
turn off the overlay, we can click back on our
diffuse texture map. And at the top here, we've got a layered
image editor. So let's fire that up. And we'll click here to fit
the texture to the window. And this is like
a mini Photoshop directly within their studio. So this is our base
texture layout, which we see here. But just like Photoshop, we can add a new layer, which defaults to
this black color. But if we click there, we can change this to
that green color again. And we can now blend
this green layout with our base image. So we could blend it with the opacity slider
here, like so. Or if we put that back, we can also use the
different blending modes, like we'd be able
to do in Photoshop. So let's try the additive blend, which adds a little
green tint over that. Then we can just accept that. And she now has a
slightly greener top. So it's nice to have
the extra flexibility right here in Data Studio. But let's just undo that. And like any other
3D material system, we have all the other
channels you might expect, like bump and normals, as well as reflections and roughness and
that sort of thing. But we won't go
too deep into that because we will be
creating a materials directly in Cinema 4D with a
red shift a little later on. So for now, let's just
grab the leggings, which currently
black, and switch that with our blue denim
material preset here. So we've got our clothing
materials sorted now. So let's take a look at applying textures and materials to hair. Will grab the hair object
we've gotten now seen, which if we go back to our
products list under here, is this one up here, the FE punk hair for Genesis,
eight female characters. And inside there, the materials. This product comes with quite a few different
texture variations. So let's pick one of these, maybe this multicolored
blue look. So we'll double-click that,
which has applied it, but it is a bit hard
to see in this view. So let's come up here and fire off an IRA render to get
a better look at this. And again, it's a
little bit dark here. So let's grab the tone map up and just increase
the exposure. I think I'm pretty
happy with the hair. Let's move on to skin materials to finish our character off. Let's switch back
to filament again. So things are a bit
more responsive and will compensate for the
exposure again as well. Now agenesis eight
female character is actually Victoria, 8.1, who like most other characters
and does also comes with a bunch of skin and
body materials as well. So if we go and find her in our product list on the figures, here is Victoria 8.1. And inside here, in materials. Let's see what we
can use in here. We can actually pop this open
and filter these further. Let's show all the
textures only, which gives us options
for eye color. So without character
still selected, let's zoom in a
tent to her eyes. And we'll try a different eye
color which updates those. But I think the
blue eyes might be better to match the rest of the outfit and the hair
will double-click this one. And we'll see what
we've got down under the feminine filter. And this is where you can find the different options
for character makeup. So lets just grab one
of these and apply some makeup to our
character's face. And I think that matches our
character nicely as well. We've also got some
options for eyelashes, so we'd need to select the eyelashes geometry
before applying that. And I think this is
thick eyelashes, which I think we
already had applied. We could go with thin eyelashes, which is maybe a
more natural look. Let's just go back to thick. I think it matches the
makeup a bit more. And what else do
we have in here? We've also got some cool tattoos with this particular character. So let's just zoom
back out again. We might try this tattoo, upper left, which
I'm guessing should be applied here to the left arm. We just need to
remember to select our character again
and not the eyelashes. And double-click that to apply. And now she's rocking a cool
flamingo tat over there. What's cool about
this is that this is actually marked as layered, which means it's applied as an extra texture layer
over our base texture. Meaning if we were
to select the arm here and take a look
at the surfaces tab, the L Victoria 8.1
character and arms. This will give us the
material applied to the arms. And if we look at the
texture map applied here, There's our tattooed arm. And if we click on
that and head back to the layered image editor
and zoom to fit again. You can see how Teddy
has been applied to a separate layer above
the skin texture. So we could disable
that or edit it further directly in here if we wanted
to or if we close this. Another way we can
remove Ted Cruz is to just select our
base character again. And often we'll have a tattoo removal scripts
included in the product, which we can just double-click
to run and remove that particular tattoo were also not limited to using only materials from this
particular character. If we come back here, we can choose any
other products like the nefarious character
here, for example. And under her materials, Let's make sure we still have our Victoria figure
selected and we can replace our Victoria
materials with one from NFL. Let's try her base
skin material. And it looks like
we've completely replaced our character, but this is just the
skin texture from this figure applied to our
current Victoria figure. So you can come up with some very unique
looking characters by mixing and matching
materials and textures. And when you combine this with the shaping and
posing tools as well, there's really no limit
to what you can create. So that sell fairly quick look at materials in DAS studio.
9. Posing: Let's take a look at
how we can go about posing our characters
and dance studio. So one way might be to pop open your character hierarchy and find the individual
bone you want to pose, like the left collarbone here. Then under parameters,
we can access the transform controls
and just twist, rotate or bend that
into position. But that's obviously
quite a slow process. So instead, we could grab the universal tool here
and select any bone and use the transform
gizmo to rotate or position these bones like so. And manipulating the pose this way is definitely a bit faster. We've also got this
tool here that I might just demo on
the shoulder bone. These blue, green and red rings here correspond to the red, green and blue transform
controls over here, which is basically the x, y, and z axis of each bone. So if we click and drag the blue ring that rotates
the bone on the z axis, the green on the y-axis, and the red, the x-axis. All we can tweak a combination
of all three accesses by dragging the sphere
around here in the center, which can help pose
the bone a bit faster and more organically. Another advantage of using the universal tool is
that we can use pinning, which is represented by this
little thumbtack icon here. If we grab a bone
and click on this, we can choose to pin
the translation, which is the position. And we can pin the
rotation as well. Now if we grab another bone, maybe one on the other
side of the body. If we move that around, you can see that are pinned, bone stays locked in place. Whereas if we were to unpin those and try moving that again, that whole top part
of the body is being pulled in that
direction as well. So aside from the
universal tool, another good tool for posing is the active Pose tool here, which works much the same way. We can still click on any bone and move it easily into place. But the advantage
of this is that we get a few extra options. If we click here on
the tool settings, we get this extra penalty related to our active Pose tool. And this tool also lets us use pins in a slightly
different way. If we grab a bone, we can pin this into place easily by clicking toggled pin. And that's represented by
the red pin icon here, which again will allow us
to manipulate other bones, keeping the pin bone in place. We also have accuracy
controls in here, which allows us to
slow down the movement of the bones as
we position them. So if we make this
more accurate, you'll see that moving the
bones is now much slower, which allows us to
very carefully pose each bone and get them into
more intricate positions. Or we can take this
back the other way. And the bones become very
loose and free flowing. And we can add multiple pins nice and quickly with
this tool as well. We just need to
grab another bone and toggle the pin
on there as well, which will allow
us to manipulate the lower half of the model
without affecting those arms. And removing pins
is just as easy. We just need to click unpin. Or if you do prefer
this method of posing, you might want to set
a keyboard shortcut to toggle your pins on and off, so you don't need to come
back and forth from here. So to do that, we just
need to hit F3 on the keyboard to bring up
the customization window. And if we scroll down to
the power pose section, you can find the Toggle
pins section in here. And if we right-click on that, we can set a keyboard shortcut, which asks us to set any
key we'd like to use. In this case, I'll go
with the letter P, which is apparently already
set to another command. But I think it would just
overwrite that and hit Yes and accept that. And now if we grab a bone
and hit P on the keyboard, we can very quickly add
pins to where we need them. And if we hit P again
on the same bone, they'll also be removed. So that'll definitely speed up. You'll posing workflow. That's the active Pose tool. If we have a mess up our pose completely and need to
reset all of the bones. We just need to click up here
and restore fig up pose. Or without character selected, we can hit Control Shift
S on the keyboard, which puts her back in
the original oppose. So let's move on to
the next posing tool, the power pose, which
has its own tab here. And if you don't see this, you can also find it up
here under window panes. And power pose is right here. And in there we have
this representation of our character where we can easily choose any bone we like. To manipulate the pose. We can use these
controls down here. If we click on a bone
and drag left to right, Let's going to rotate
the bone back and forth. Then dragging up and down
is going to bend it. And if we right-click instead
and drag side-to-side, we get that same rotation. But holding the
right mouse button and dragging up and down, we'll twist the bone. So you might find that this is an easier way to do your posing. You'll also notice that some of these controllers
look a bit different. We've got a circle, a circle with dots around it, and a diamond one here as well. The diamond allows us to reposition the entire
model Nice and easy. The circle with the
dots around it means we can select multiple bones. So this one, for example, is for the whole right arm. We can manipulate that altogether and you can
see it's bending as well. And if we switch to the
right mouse button, we can twist that as well. So we can get some pretty
quick poses out of this. This point in the middle
here lets you move both legs together
at the same time. And this one does both
arms together as well. And I think this one
rotates the head. And that leads us to
the head controls here. With the head still selected, we can hit Control F
to frame up on that. And we can stop posing the facial expressions
with these controls. We could drop that eyebrow
and maybe raise this one. And this one controls the direction the
eyes are pointing in. Then we could grab
the chin and open the mouth or use these to
give her a bit of a smile. And we can use this one
to make her a wink. Like so. Let's click back here to
the main body controls. And we also have a separate
controller for the hands. So that's frame up
on her left hand, which corresponds to
the left hand here. So we can grab the circles again and manipulate
each finger bone. Well, grab the circle with dots and tweak the whole
thing got together. So we can really
quickly pose these and this one in
the middle effects or the fingers at once. And here's the thumb. And this definitely makes
posing your hands much easier. I think that's the main posing
tools available in deaths. But a lot of the time,
it's easiest to start with a pre-made pose from
our pose library. So lets just grab a
different character and take a deeper look at that. We now have our Charlotte
eight character back in the default pose. So let's take a look
at the products we bought that include poses, which we can find here
in the smart content. But I find it's a
bit easier to find things over in the Files tab. Because now if we look at poses, it shows us every pose available rather than
for each product, so we can quickly find
the pose we like. And I also think there are a bit better organized
in here as well. So that's fine, uh,
posed by function. And maybe an action pose would be cool for our
Charlotte character. And we've got some jumping and kicking and punching
poses in here. So let's try one of those. And as usual, we'll
leave the limits on. And that looks pretty cool. So we can really quickly and easily try a few
different poses. Let's filter this by jumping poses and give this one a go. And that's a bit Trinity
from the matrix. We can also filter
these by region, which means part of the body. So here's the full body poses. Let's try this sitting pose. Nice. Then we have partial body poses. And we can show only
poses for the arms. For example, if we just wanted
to change this left arm, we could grab a left
arm pose from in here. Let's find something dramatic. Maybe this one. And that's only affected the
left arm, like so. We have poses for all
the other body parts. So let's go into legs and we'll just apply a different
right leg pose. Further down. We also
have facial expressions. So let's just frame
up on her face. Because a lot of
these expressions are designed for
different characters. They're not all going to look
great on Charlotte here. But let's give it a try. Let's try this angry face, which definitely looks a
bit goofy on our character, but still not a bad starting place. Let's try another one. Okay, that one's
definitely a bit creepy. Let's try a more neutral one. Anyway. I think
you get the point. Let's take a look at
some other things we can do with the pre-made poses. What if we decided we really like what this
left arm is doing? And we wanted to copy
that exact same pose over to the other arm. One way we could do it is grab
the root bone of the arm, which is going to be
the shoulder here, which is actually the
left collarbone here. If we right-click on that
and select the children, which selects all the
bones in that arm. We can then click here on the Options icon and use
the symmetry function, which gives us this pop-up here, where we can specify how we
want the symmetry to behave. I think in our case, we'll
need to take a look at the direction which
is currently set to mirror left to right, which is exactly what
we want because we're going from the left arm
across to the right. So all we need to
do is hit Accept. Now the pose from the
left arm has been copied to the corresponding
bones on the right arm. And another thing we could do is grab another pose preset, maybe from the
jumping section here. And if we wanted to, we can apply a full
body pose like this and have it only affect a
particular parts of our model. If we grab a leg, for example, and select all the children
again of that right thigh. If we want that leg to inherit only the bent leg part
of this jumping pose, or we need to do is hold
control and double-click on here to bring up the
pose preset options. If we switch the node type
from root to selected, where basically telling
dares to only apply this pose to the leg
which we've selected. We also need to set
the propagation to select it only as well. And if we leave the rest
as is and hit accept, only the right leg parts of
that pose has been applied. And you can see that
now matches this. But the rest of the
model stays how it was. So that's a pretty
handy tool for quickly mixing and matching
different poses together. So let's talk about a
few ways we can reset our model if our posing
goes horribly wrong. One way we can do
it is by grabbing our character and down
under the options here, we can select restore, figure out pose, which
restores that original a pose. Or we can undo that and
grab our active Pose tool. And now if we click
anywhere on our character, we get now posing tools up here. And if we click on this icon, we can restore the pose
from here as well. And another way we can do this is with our
character selected. We can go back to the Options. And this time under 0, we can 0 our figure, which gives us that exact
same starting a pose. But what this
actually does is set all the transform values
on every bone back to 0. Which at this point is
exactly the same thing. But the reason why you
might want to reset the pose instead of
zeroing everything out, is that you can actually set your own custom default pose, which at anytime you
could restore to. Rather than having the a pose as the default pose
we can reset to, let's make it our current pose. So to do that, we just need to go back here again with our
character selected. And this time we'll
choose memorize, memorize our Figure Pose. And now if we go back to posers and just give our
character a different pose. If at any time we wanted to revert back to our
memorize pose, or we need to do is come back here and Restore Figure Pose, which now gives us the memorize pose instead of the appose. We can also restore
partial poses as well. If we wanted to
restore just this leg, we just need to
select that again. And the children will
just 0 this out, this time by choosing
0 selected items. And all transforms on
that leg are reset to 0, which straightens
it out like so. Another thing we can do
is save the current pose as a preset that we
can then use to pose any other figure we like with our character selected will need to go to the
Content Library. And under Data Studio formats will export our
current pose into our dads 3D library
by right-clicking on there and creating a subfolder, which we'll call custom poses. And then we can right-click
on our new folder and find it on our computer by clicking browse to the folder location. We can copy this location
so we can save our new pose preset into there
and easily find it again. So we'll close that. And again with our
cactus selected, we'll go to File, Save As, and we'll
save a pose preset. And we just want to put this in that same folder we created. So I'll just paste
the directory into here and we can name
it whatever we like. I'll just go with something
like Cool Pose and save. And we do want to save the
pose from the current frame. So that's fine. And we'll just make
sure that we're saving the post data from all the bones and hit Accept. And here's our new pose preset with a thumbnail of
our character as well. So now if we reset our character
pose again, at anytime, we can double-click
on our custom pose to apply that again, we can use this exactly
the same way we would with a pose
from the data store. So we can apply it to any
other character we want. And we could also share the pose with someone else as well. Okay, so let's take a look at some other tools we can use
for posing our characters. If we come up to Window. Paine's, let's open up
the puppeteer tool, which has been docked over here. Basically, this is going to
allow us to store a series of different poses
and blend between them to create a custom pose. So let's start with a few
poses from our library. If we go to function, Let's try dancing poses. And we have this
product installed, which has some dance moves, will go in there and
see if we can find those. Here we go. With our character selected. Let's apply this first one. Now, over in our
puppet TO window, we can click anywhere
on this grid, which gives us a little dot that represents the current pose. And then we can
add another pose. And so we don't get
this pop-up every time. Let's just take this. So does remember
is our preference. And now we can leave
the limits on, which will now be on
automatically by default. And now with our new pose, Let's click in here again
to capture that pose. Then we might go with
something a bit more extreme, like this move here. And again, we'll
click to add that pose to our puppeteer as well. And we'll add one more pose. Let's go with this one
here and add that as well. Now, if we switch to preview
mode here in the puppeteer, if we click on this dot, we switch back to that
first stored pose, which was this one here, then the second pose and
the third pose, etc. And the cool thing
about this setup is that we can also click and drag between these two blend
from one pose to the next. And we can even get a
blend of all four poses, which is a really quick
way of coming up with interesting custom poses
for your characters. Plus you could also use
this to store a bunch of poses quickly for easy access. We can also take a look
at the puppeteer options here and add another layer, I k. And that gives us
the second grid here. So maybe this time we'll just do a series of upper
body poses instead. So let's hit Control
Shift F on the keyboard, which is the shortcut to reset our modal back to the a pose. And this time we'll select
some poses by region, partial body and upper body. Let's grab this one
and store that pose, which we need to do
back in edit mode. Then we'll do this
one. Install that. And this one. And we'll just do
three this time. Now if we go to preview again, we can blend the poses together
on this layer as well. And if we switch to record mode and pop open the animation
timeline down here. In the record mode, if we now click and drag
between our stored poses, you can see that that's
now being recorded two keyframes on our timeline. If we rewind that back to
the start of the keyframes, we can play that back
as an animation. So you could use this to create some funky dance moves or just as a way to come up
with some cool poses. So that's the basics
of posing and dads. And that should lead us
nicely into the next lesson, where we'll look at animation.
10. Animation: Does Studio also comes with
some basic animation tools. So let's take a quick look
at those in this lesson. Over at the bottom
of the screen here, we've got the animation timeline that we
briefly looked at earlier and another tab
called Animate light. And if we click on this, this is actually a paid
plug-in for DAS studio, but the light version is free
and comes pre-installed. However, it's not quite as feature-rich as
the paid version. But let's see what we
can do with this anyway. Basically, this is going
to allow us to quickly and easily apply it
pre-made animations, some of which we
can see down here directly onto our characters. We're currently looking
at the dance category in which we have various
dance moves we can use. And you'll notice if we
roll over any of these, we get a live
preview of each move directly on our
selected character. Although, because it is a preview and not yet
applied to our model, the playback is a
little bit jerky, but we can improve
that by hiding any unnecessary
geometry in our scene. So the Preview can
calculate a bit faster. So if we pop the
character hierarchy open, Let's hide the
heavier objects like the hair especially,
and the jacket. And now if we roll over these, it should play back
a bit more smoothly. So we can go through these and
find an animation we like. Or we can come back here and
choose a different category, which again is fairly
limited in the free version. Let's try fighting. And we've got some
cool boxing moves and these animations that
actually from motion capture. So they're pretty
high-quality as well. When you find one you like
maybe this kicking animation, we just need to
double-click on that to apply it to the animate
light timeline. And if we now play this, it's only playing up
to this point here. So we just need to slide our end point to the
end of that clip. And now we'll see
that whole motion. Then wherever we put our little playback
mark on the timeline, we can come back down here and insert another
animation clip, maybe from dancing in. It will double-click
on this first one. And that gets added
right where the playback Marco was at the end of
our kicking animation. So again, we'll just extend that endpoint out and play that. Now we transition
between kicking and dancing fairly seamlessly. So it's a bit like motion
clips in cinema 4D. And if you want a bit more
control over the animation, we can bake these
moves two keyframes, which we can then manipulate
over in our timeline. So all we need to do
is right-click in here and select bake to
studio keyframes, and we'll hit yes to that. And now if we switch
over to the timeline, we can now see all of those
baked keyframes in here. And if we play this through,
There's our animation. And it does actually play back even smoother now that
we've baked it down. So we couldn't bring our
hair and jacket back. And the playback should
be a lot better. Alright, So now that
we've got our keyframes, we can also fine tune
our animation as well. So if we just move this up a bit to give ourselves
a bit more space. We can also click here to
bring up the dope sheet. Similar again to what
we'd find in cinema 4D. And if we go into
here and maybe grab the characters hip bone
on the properties, let's just tweak the
animation of it and maybe not have her walk so far forward
when she goes for that kick, which is along the z axis here. So we need to find that in our transform trachea down
under the Z Translate. And from these keyframes, we can see that the hips starts out in the
center of our scene, then moves forward on
the z axis when she does the kick and returns
back into the center, I have a walk not
quite as far forward. Let's just get to
the closest point to the camera about there. And we'll bring this
keyframe down on the z axis back
toward the center. So she doesn't walk toward
us quite so far about there. Then we'll click
and drag to select all of those keyframes in
front of that position. Then right-click and
delete selected keys. And then, so that movement
is a little smoother. Let's just bring this up,
attend to make that more of a curve and we'll
play that back. And just like that,
she's no longer walking so far forward
to do that kick. So one of the animation
tools here aren't quite as comprehensive as
they are in Cinema 4D. You can still do
quite a bit directly in DAS studio if you need to. So let's close this up for now. And if we want to remove
all these keyframes and get rid of the animation, all we need to do
is grab the root of our character and select
all of the children. And down here in the
timeline options, we can clear animation and
just choose Clear figure. And now if we rewind this
and close this all back up, we can now hit play. And all the keyframes
have now been removed. We can start fresh
if we need to. We can also animate
our characters in a more traditional
way as well. By first changing the
mode down here to object, then selecting our character. We can actually animate
or Tween between poses. So let's grab some
dancing poses. She'll probably
be easier to find under files instead of products. So back to dancing. Let's have our
characters start in this pose on the first
frame of our timeline. And if we click this
in object mode, that will set a keyframe. Then if we go ahead to the
end of the timeline and grab another pose like
this crazy one here. That should now automatically
add a keyframe for us, as you can see here. So if we now play this back, we animate from one
pose to the next, which is a little
slow for my liking. So let's grab this keyframe. Right-click. Then we
can copy selected keys. And we'll have this
pose a bit sooner on the timeline on frame 60, where we can right-click
again and paste keys. We don't need this
key frame anymore. So let's right-click and
delete selected keys. And now if we play that, the animation is
happening a bit faster. And we can also key-frame
are transformed values too. If we want to find soon,
I'll pose animation. So maybe we could grab her head here and hit Control F
to frame up on that. Let's hand animate her smiling as she does
her dance move. So we'll go back to frame 60 and we'll give her
a nice big smile, which we can find over
in the Posing tab. And with the head already
selected on the post controls. Here is our smile control. Let's bring that right up. And maybe this one as well. And there's a nice
big goofy smile, which again should be key
framed automatically. So if we scroll
back to the start, we have no smile. And as we play through, she starts smiling as she gets into her crazy dance
move, like so. So that's how to manually
animate your characters. Let's take a look
at one more way to animate in dance studio. And that's by simply buying an animation preset
from the marketplace. In this scene, we've got our Genesis eight
male character, and I've installed this guitar animations pack from
the data store. And under the animations filter, we've got loads of pre-made
animations inside there. Or if we go to files instead, we can see all the animations we have available in our library, not just from that
particular product. And you might also notice
that some of these animations start affecting your character as soon as you roll over them. While others like
this one here don't. And that's because these
animations with the preview, our four animate light. So rather than being applied
to the timeline here, those animations will show up in the animate Light tab here, like we looked at earlier. So these animations
corresponds to what we have down here in this menu. If you want the animate
light animations on the animation timeline, you'll just need to remember to right-click and
bake the keyframes. But let's undo that
and we'll apply one of the animations from
our guitar product. And it's asking us
if we want to extend the timeline to fit
the whole animation. So I'll hit yes to that. And now if we go back to
the animation timeline, here's our guitar animation
baked in as keyframes. Let's play that back. And now guy is playing a
bit of a guitar. So you probably want
to grab a guitar prop as well to go with this, which I'm sure you'll
be able to find in the data store as well. And that is about it for animating your
characters in dass.
11. Daz to c4d: Okay, So the best way to get
your dares characters into Cinema 4D is back here
in the dad's shop over, under bridges and
file formats where we can find all of the plug-ins for our favorite 3D packages, including trusty old cinema 4D. So let's click that and you can read all about
it on this page or scroll straight to
this section and click here for the
product page itself. And it is free, which is nice. And there's a few videos here showing how to use it as well. But let's just add that
to the cart and checkout. And now when we opened
as Central again, we'll get this pop
up asking if we want to install the
plugin, which we do, then just make sure you've
selected your version of Cinema 4D and the
correct directory, you've installed
it too, which will likely be in your program files. Okay, Then we'll hit Done
and Open Data Studio. And now we can access the
plugin up here under Scripts, bridges, and dads to cinema 4D. And if we pop over to Cinema 4D, we can find the plugin
right here in the toolbar, which looks like this. And we'll take a look at exactly how to use this plug-in when we create our own character
in the upcoming lessons.
12. Character Creation: For the class project, we're going to create a
classic portrait style render. So we'll build a character
from start to finish in dance studio and send
it over to Cinema 4D. We will get it ready
to render in Redshift. So let's start creating
our character over here in the figures tab where I've got the bad Bina eight character installed from the data store, but feel free to use
whatever character you like. Let's go in there
and find the figure itself and add to the scene. For this example, we
weren't bothered with morphs or shaping or
anything like that. So I'll leave the character
customization up to you. So let's move on to clothing. So down under wardrobe, we're going to
give our character a classical kind of look. I've got this fancy
dress outfit here. So let's go in there. And this is the shanty
really chic outfit. And I will post all
the products I use in the resources PDF if you want to use the
same assets, I do. So let's apply the full outfit, which includes the
shoes and the dress, by clicking on this one. And she's looking
classier already. Grabbed her head now and hit Control F to frame up on that. And we'll move on to the hair. So just making sure we have
the character selected. Let's take a look at what
here we have available. Again, we're going for
that classic look. So this braided hair
should do the job. We've got a few options
with that as well. Now character is a
genesis eight female, so we'll go with the
Genesis eight version. And I think this one comes with the hair geometry and the
braided part separately. So let's apply that. And
you will notice here takes a lot longer to apply than most other
things in dad's. Because here it does tend to
be pretty geometry heavy. And you can see what
I mean if we change the view to wire shaded mode. There's loads of
polygons in there, which unfortunately
means Das hat can be quite slow to work with
and even slower to render, but we'll deal with that later. Let's put this back to
texture shaded mode. And to give you a character,
a bit more personality, we're going to add some
flowers in her hair. And conveniently enough,
if we take a look at the accessories of
this particular product, it actually comes with a
perfect flowery prop that we can use in both
Genesis 38 format. So let's apply this one. I don't think you could get more classical looking than that. Now, it's probably
a good time to start posing our character. So again, we'll go back here
and take a look under poses. And it looks like our dress also comes with some
poses we could try, but I'm looking for a very
traditional portrait pose. Let's take a look in this
standing pose collection. I also have installed on here. And I'll just scroll
through these and see if I can find something
that might be a good fit. I think something simple
like this one might work. So let's give that a try. And we'll leave the limits on. I think that doesn't
look too bad. Although the hand is
going through the dress. But I think I'd actually prefer
to have her arms up here instead so we can frame in a
bit tighter on our portrait. So let's see if we can
find a better pose for just her arms in here. I think something
like this might work. And we do have the
option to apply this only to the upper body. But it's going to change the
head and shoulders as well, which I'd rather
leave as they are. So let's apply this
pose only to the arms. So we just need to select
the top-level bones, which are going to
be the shoulder of both arms or the color
as they're called here. Let's select the left and
right color, like so. Then we can
right-click on those, select, and we'll
select the children. So now we have all the bones
in both arms selected. And we can do our trick from
back in the posing lesson by holding Control and
double-clicking on our pose, which brings up the
pose options here. And to apply this pose to
only the selected bones, we just need to change nodes to selected and propagation
to selected only, except that we've now
reposed just those arms. And I think that will do nicely for our classic portrait pose. But just to check, we might like to try
framing this up in front of a camera to make sure our
composition is going to work. So let's head over to Create, and we'll create a new camera. And we'll leave the default
settings as they are. But we do have the
option to copy the position of the current
view to our new camera. Let's do that and hit Accept. And there's our new camera at the bottom of the object list. But we are still looking
through the perspective view. So let's switch to our camera, which is in the exact
same spot because it inherited the view
that we already had. But now we can grab this guy and under the
camera parameters, we can set this up
roughly the same way we will later in cinema 4D. And because we are going for
a portrait style render, the lens choice is going
to be fairly important. I like to use a focal length of 80 millimeters for
portraits because it tends to give you
less distortion and is a bit more
flattering on our model. We want the Bina here
to look her best. So let's just frame
this up roughly. I think slightly side on
like this should work. But it might be nice
if she's looking a bit more toward the camera. And let's just adjust her eyes slightly so I'll grab the
character base again. And to pose the eyes will use the power pose tool we looked
at earlier in the course, which can be found up here. And we'll just
make this a little larger and head over to
the facial controls. If you remember, this
little dot in the middle here controls the direction
the eyes are pointing in. So let's grab that and just shift them slightly
more toward camera. And that gives me it makes
it a little bit hard to see, but we can get rid of that by switching to the selection tool. And now we can see those
eyes a bit easier. So about there it looks good. And I think we can
call el posing done. So let's add some jewelry to our character now to
complete the look. So rather than going
back here where we have all of our official
dad's products, I've actually
grabbed some jewelry from rendered porosity, which is one of the third-party marketplaces we
looked at earlier. We can find those assets over here in the Content Library, under your dad's 3D library. And the people, I think some of these assets
are a bit older. So I think we can
find out necklace on the Genesis three
female clothing. And this is the
name of the artist. And he is the jewelry set. So again, with our
figure selected, let's add the Niklaus. And we need to tell dads
that this was originally for a Genesis three female
modal and accept. And hopefully that's
automatically fitted to our Genesis
eight character. And I think it's done
a pretty good job. So let's add a little
pendant at the end here. This one here should work. And same deal without fitting
again, Genesis three. And that fills in
that area a bit and helps draw the eye
to the face a bit more. So next, these arms are
looking a bit bare. So let's add some bracelets, which again, I've sourced
from Render porosity. But this time I think they were for a genesis eight character. So if we go in here
under accessories, the artist name is renin, and here's her jewelry set. So start with the bracelets
here, which looks like that. So let's grab this one, which has been applied to
her right arm down here. But I also want a bracelet
on this arm as well to make that closer to the camera
a bit more interesting. So let's try this one, which unfortunately has also been applied to that right arm. So I will need to find a way to shift that over
to the other arm. And I'm sure there's a few
ways we could do that. And we could
definitely just do it manually over in Cinema 4D. But I'll show you a little
trick you can use to do it right here in Data Studio. First, I want to store this pose so we can come back to
it whenever we want. With our model selected, we'll click on the Options here and memorize, memorize figure. And that'll store
the pose for us. Then I want to reset our figure out back to the original oppose. So we'll go back in here. And this time under 0, we'll 0 the figure. And now she's back to
that original pose, which is going to make
moving things from one side of the body to the other
a little bit easier. So if we grabbed that bracelet, which is actually down
here at the bottom, I think we need to move
this across in the x-axis. But if we zoom out of ten
and grab our universal tool, you'll see that the transform
gizmo is way down here. And if we try to move this, it doesn't seem to do anything. And that bracelet just
stays in place there. And that's because
if we pop this open, I'll bracelet is actually tied
to a set of bones in here, which is how it's connected
to our character rig, and therefore we're not
able to move it manually. So what we need to
do is convert this to a static piece of geometry, kinda like we can do in Cinema 4D when we connect and delete. The way we do that in dance
studio is with it selected. We'll come up to Edit
figure and the rigging. We need to convert
figure to prop. And when we do that, you can see that the
icon has changed. And this is now a
single mesh object without any bones attached. Which means we can now grab our transformed control and
move this wherever we want. But we're not actually
going to do this by hand. The easiest way is to just
flip this straight across on the x-axis with it still selected under the
transform controls. Here we want the scale controls, and we'll scale
this on the x-axis. And also if you don't
see these here, you might just need to come
back up to the Options. And under Preferences, just make sure Show hidden
properties is checked on. So let's grab this and
to flip it across, we'll need to change this from 100% to negative 100 per cent. And now we've got over
on the other arm. But there's one final step
we need to take and that's to parent the bracelet
to this part of the arm. So it follows along
with our pose. And we do that just like
we would in cinema 4D. The bone is called
left arm bend. So we just need to come
down here and grab the bracelet and
just bring that up here and drop it under the bone. We want to parent it to like so. So now if our character moves, the bracelet should
stay in place. So let's restore our
pose and see if that worked with our character
selected again. Back in here. This time, we'll restore and
restore figure. And because we memorize
the pose earlier, she's gone back into
that exact position, and the bracelet has indeed followed along with
that left arm. So to finish up, I'm just going to give her
some earrings as well. And I think there's
some matching earrings we can use from that same set. So again, with her selected, we'll apply these top ones. And I think we can say our
character is now complete. But before we start
exporting anything, I just liked to
come up here and do a quick IRA render just to make sure
everything's looking good. And I think I'm happy with this. So let's get our character into Cinema 4D in the next lesson.
13. Character Export: Okay, So we're ready to export our character out
to Cinema 4D now. But before we do, it's
probably not a bad idea to remove anything in our
scene that we don't need. Firstly, if we zoom out here, her legs aren't going to be
seen in our final render, which will just be
this area here. So we can probably
get rid of her shoes. So let's delete this stuff first by right-clicking
and delete selected items and don't
worry about losing the camera will recreate that as a Redshift camera
later on in cinema 4D. Then we'll track
down those shoes. So let's pop this open and I think the shoes or
this one, the heels. So we'll delete that as well. And now our character
is barefoot. And I think that's
ready to export. So grab the root of the figure and we'll find
out desk to Cinema 4D plug-in which you will
notice has moved in the latest version of dance
studio from the scripts menu, which has now gone
over to File Send to. And you can now find that here. We'll click that, which
brings up our export window. So let's go through these. Firstly, we have the asset type and you can choose
from Skeletal Mesh, Static Mesh, or animation. And I've actually tried just about every
combination of these. And the only one that
seems to work with pre-post characters is
actually animation. Even though we
don't actually have any animation in our scene. But for best results, I usually just go with this one. So let's select that.
Then if you like, you can choose to export
the morphs as well, which I usually
don't bother with. But just for
demonstration purposes, let's enable that and set up some office so you can
see how this works. And it will export most
from our character only, will collapse these up
except for our baby, not eight character,
which will pop open. And I don't want
to export all of the morphs because
that'll take forever. So let's just do
the head morphs. So all of these different
facial expressions. So we can grab any
one of these and hit Control a to
select them all. Then we just need to
add them for export. And we'll accept that. And we can also bake our
subdivisions here if we want to. But I like to export
the lowest level of subdivision as
possible and smooth things out in Cinema 4D if I need to bother with
this one either. And finally, we've got
the advanced settings, which led us fine-tune
the FBX export settings, which in this case we
don't need either. Let's go with this
and hit Accept. And it will stop the export
process here in Dez. And because we're
exporting our morphs and some pretty high
resolution geometry, especially in the hair. This is actually going
to take quite a while, but I'll speed up the process so you don't need to
sit and watch that. Okay. So that's done. And
it actually took about seven minutes
to do on my laptop. So it's not exactly
a quick process. However, if we weren't
exporting hair or the morphs, it probably would have
taken just a few seconds. Anyway. It's now telling us we need
to head over to Cinema 4D to complete the
import process. So let's hit okay, and do that. And over here in the latest
version of Cinema 4D, if we installed it correctly, we should be able to
find the dance to Cinema 4D plug-in up here
in the main menu. So let's fire that up. And all we need to do to
complete the import is click on this genesis
characters button right here. Because we're trying
to import a character as opposed to an
environment or prop. So let's click that. And it does look like
nothing's happening. And it actually seems like
Cinema 4D has crashed. And if we take a look
at the task manager, it even says that Cinema
4D is not responding, which is usually something that happens when it does crash. But this is a little
bit misleading. It is actually calculating
in the background, but it can take a
really long time. Again, that's probably
because we've got the hair in there as
well as the morphs. So the best thing to do
at this point is to go and grab a coffee and
just let it do its thing. So I'll go and do that and
we'll be back when it's done. Okay, and our input
is finally done. It actually took about
20 minutes in the end, which is the most annoying
thing about this plugin, especially when you're not quite sure if it's worked or not. But anyway, it's
now asking if we'd like to fix the
bone orientation, which can help if
you're importing a character in an, a pose. But if you've already paused your character and
dad's like we have, this is more likely to
just break everything. So we'll say no to that. And we'll Okay that. And it'll take another few
seconds to finalize the input before finally
asking if we'd like to save the textures as well, which is definitely a good idea. So let's do that. We'll just make a folder
called portrait and save that. And you might occasionally
get a warning like this about a
missing texture. So you might need
to find that within your dad's library folder in
order to re-link that up. So just take note of
the missing file name. And we'll open up
our dads library, which we looked at
in an earlier video. Then we just need to do a quick search for
the missing image, which is this guy here. And to find a way that's hiding, we can right-click and go
to Open file location. And if we now copy
this directory, we can go back to Cinema 4D and re-link this by hitting yes and pasting in the directory where the images and just
selecting it from here. And that should collect
the image along with the other textures and save
them to your project folder, which again will take
a few more seconds. And now our character
has finally been imported, bones and all. And we might just hide the skeletons so we can
see the model a bit easier by setting the
filter preset to animation, which hides all the
rigging bits and pieces. And our character
isn't looking too bad. If we take a look up here, we've got our morphs
and our character rig. And if we click on here, we can find all of
those facial morphs we chose to export. So we could carry on
tweaking the pose from here within Cinema
4D if we wanted to, let's maybe make her a
bit angrier like so. We'll give her a bit
of a smile instead, which is a bit creepy. So you do have the
added flexibility of tweaking your character
outside of deaths. But exploiting all of this
stuff is definitely going to bloat up your scene and make things slower than
it needs to be. So I definitely
prefer to finalize my pose back in deaths
before exporting. So you can keep your
Cinema 4D scenes as streamlined as possible. But I thought I'd
show you this anyway. We also have our bones
and Regan here as well, which again, isn't
really needed unless we plan to repos our character. But one benefit
might be if we grab the weighting tag here on
our main character mesh, we could decrease
the weight back to 0 and put that part of the
character back to the original, a pose, which might make editing your model a bit
easier if you need to. But again, I'd also prefer
to do that back in does. Another thing we can do is add an IK rig to our character
by clicking this button. And yes. Again. Now we have a more traditional
style of RIG where we can grab these controllers and
move the limbs around. Which again, doesn't work so well on already
posed characters. So your best using this option on a pose characters instead. However, the eye control here
should work pretty well. Like so. The dads to Cinema
4D plug-in gives us some extra options when
exporting our models, but it's definitely not perfect. And there is actually
one really big problem when importing this way. If we hide the IK
rig for a second and take a look at our character,
especially down here. You'll notice that the
arm and quite possibly her other joints are
looking a bit weird. If we go back to dance for a second in frame
up on that elbow, it looks like it
bends very naturally here in the elbow
is nice and sharp, but are inputted model definitely
doesn't look like that. No matter what I tried, I wasn't able to find
a way to import this correctly with the dads
to Cinema 4D bridge, at least not for the Genesis
eight characters I tested. But I did come up with a bit of a workaround if this
does happen to you. So let's save this for now
in case we need to come back to it and we'll head back
over to Data Studio. So the best way to export
a pre-post character like this and keep all the limbs looking exactly
like they showed, is a bit of a hack. And it's actually by
converting our character into a static geometry mesh
before we do the export, which means getting rid of all the bones and
the rig itself. So we could do that the way we looked at in the
previous lesson, where we could grab an
object and come over to Edit Object rigging and convert
prompts to figure, which is what we did with
our bracelet before. But that would take quite
awhile to go through all the objects and might also lead to other issues when we try to convert the
character itself. But what we can do instead
is run a little script that can quickly convert
everything into geometry for us. So if we head over to this
page on the desk 3D website, and I'll leave a link to
this in the resources PDF. We just need to
download this dot d s, a file down here, which will convert
our figure to props and help keep the shape of our
mesh when we go to export. So download that and we'll
head back to Dallas. And back here, we
just need to make sure that we have our
character selected. And I've just got our script
off to the side here. And you can see I've
just saved that in a script folder on my computer, but you can put it
anywhere you like, because all you
need to do to run this script is to just
double-click on it. While you've got
desk Studio open, you can see that's
just run inside does on our selected character. And we've now turned
everything into mesh objects with that same icon we saw back in the last lesson. So with that extra step done, we can now select all
of these objects and head back to our desk
to Cinema 4D bridge. And this time we need
to go with static mesh instead because we're not
exporting the rig anymore, just the static mesh geometry. We won't bother with
the morphs this time, because now that we've
converted our figure to a prop, they won't actually
be any morphs. Plus we're happy with all the posing we've
done in days already. So we don't need to make
any changes in cinema 4D. So we'll leave that off
and we'll hit Accept. And straight away
you'll notice that the export process was much, much quicker, only a few seconds as opposed
to seven minutes. So let's hit okay, and head back to Cinema 4D. Then in a fresh scene, Let's finish the input. But this time, rather than
importing a Genesis character, we need to use the
environment and prop button because we've converted
the figure to a prop. So let's click that. This time, we
didn't need to wait 20 minutes for the
input to happen. That literally only
took a few seconds. So let's save the
textures again. Okay? And again, we need to
relocate that missing image. So I'll quickly just
link that up again. And now finally, if we zoom in, we can see that that is
exactly how it should be. However, everything
is not quite perfect. If we take a look up here, something strange has
happened to our earrings now, I will take care of
that in just a second. But I just want to show you the difference up here as well. If we take a look
inside this null, you can see we no longer have any bones or parts of the Rig. Just a group for each of
our different objects. So just to keep
everything nice and tidy and as simple
as we can make it, let's take all the mesh
objects out of these nulls. So let's right-click in
here and choose unfold, or we can expose all
the objects in here. Then we'll click up here
on filter and filter by objects and just hide the
null objects for now. So now we can easily
select all of the geometry without the
null is getting in the way. And we'll hit Control
X to cut those. Then bring back the
nulls and Control V to paste the objects back into our scene outside of the nulls. And we can then hide the filters and grabbed the nulls
that we no longer need, and just delete them, leaving us with just
the mesh objects. So now this is nice and tidy. Let's look at fixing
those earrings. And I'm not exactly sure why these didn't import correctly, but I do tend to find this happens with non dairy products. So anything bought from
the external stores, like render porosity
for example. But if something like
this does happen to you, it is fairly easy to fix. I would suggest just
trying to export the earrings again
by themselves, maybe even as an OBJ export. Or what we'll do here is just grab them from our
previous export. You can see they seem to
have worked fine in here. So let's grab one of these. And you can see there
in here somewhere. If we just go to view
and scroll to selection, that takes us straight
to the earrings. So we'll grab both of them. And actually, let's also
delete the materials on there. Then we'll grab both again and hit Control C to copy them. Then we can head back
to our new scene and just paste them into here. And you can see those are in
the correct position now. So all we need to do is
move the materials from these ones onto these cell, grab the bad ones
which are down here, and move them to the top. We'll move the
material from the bed, left earring to the new one. And the same for
the right hearing. Those look good now. So we
don't need these anymore. So grab those and delete them. And now we finally have our
character correctly imported. We'll save that and get things ready for redshift
in the next lesson.
14. Redshift Prep: So now that we've
got our character imported into Cinema 4D, Let's start getting things
ready to render with Redshift. So let's start up here
in our render settings, where we'll switch
the render out from standard to Redshift, which is going to give us
our Redshift menu up here. But while we're here, let's also set up
our scene a bit. I want a nice big resolution
for our portrait. So let's make it 2160
wide by 2720 high, which gives us that
nice portrait shape. And as far as the
redshift settings go, Let's just leave this on
the basic preset for now. So we'll close that. And if we take a look
at our materials, you can see that there's
a load of them in here. And it looks like it's
doubled up on some of these during the input
for some reason. So if that happens to you, we can easily get rid of the
duplicates up here under edit and delete
unused materials. And that's now looking
a bit more manageable. And if we click on one of these, you'll see that they've
just been imported as standard Cinema 4D materials. So we'll need to convert them to Redshift Materials before
we go any further. And you might have
noticed back in our dads to C4D bridge that
there's an option to convert materials for a few different renderers,
including redshift. However, if we try to do that, we get this little
warning saying that the conversion may
or may not work. And if we okay that, and yes, indeed,
it doesn't work. Nothing happens at all actually. And that's because the latest
version of Cinema 4D and the latest version
of the plugin don't seem to want to
work with Redshift. It does work fine with
octane and V Ray though. If you'd prefer to
use one of those, this is definitely an option. But for all you Redshift
uses out there, we're going to need a
bit of a workaround. So let's close this now. And we'll do our
material conversion with a red shift instead. So hit Control a to select all
of our standard materials. And if we take a look down
here in the Attribute Manager, we can see all of
the active channels across all of the materials. And I know for a fact
that our character doesn't have any lights
and meeting materials. But for some reason some of the materials have an
active luminance channel. Said before converting these, I like to just disable that
to avoid any issues later on. And now we can come up to
our Redshift menu here. And under materials,
Let's go to Tools. And we want to convert
and replace or materials. So let's do that. The conversion process
is going to take a few minutes to go through
all of those materials. So I'll just speed this up
for your viewing pleasure. That actually took about
five minutes to replace all the materials and update
all the thumbnails here. And she's definitely looking
a bit different here in the viewport now
that we've switched over to Redshift materials. But we'll fine tune
everything a little later on. So let's leave this for
now and we'll start organizing our scene
in the next lesson.
15. Scene Prep: So before we go any further, I just wanna do a
bit of housekeeping and tidy up our scene a bit. So let's first bringing a camera and get our scene
composition locked back in. Head back to the
redshift menu and add a new standard Redshift camera
and will activate that. And we'll come down
to the object tab and set up our focal length. Will use the same
80 millimeter lens we had back in dance studio, which is a great focal
length for portraits. Then what is frame this
up like we did before? Somewhere about
there looks good. And we can always
come back later in tweak this if we need to. So now that that's set up, let's tidy up our objects here. I think the naming straight from dad is a little bit confusing. So let's simplify this. This is our main
character geometry. So rather than Genesis eight, female shape, Let's just
call this character. Then we've got our bracelets. So we'll just call
them bracelet left. And a bracelet, right? Then we've got the Pendant, necklace and the flowers and the braided
part of the hair. Then we have the filler object, which if we hide, it doesn't look like
it was even visible. Let's move it out a bit and
see what it looks like. We can actually see
the gizmo though. We'll need to center
the access points with the Access Center tool. And now we can move that
up from behind the hair. And it is just an
extra layer of hair, which I guess is just to
give this a bit more volume, but it's barely noticeable
on our character. So I think we could probably
get away without it. So actually delete that, which should slim down our scene even more, which is always good. Then we've got the heaviest
object in our scene, which is the hair itself. So I will just rename that. And next we have her skirt, which in this particular
framing we don't actually see. So again, this pro
Bono much point keeping it because the
more we have in our scene, the slower the render. So let's scrap that as well. Then I'll just quickly rename
these last few things. I think you get the
gist of this now. I'll just put these
into groups to make it even easier
to find things. We'll put our
character at the top, followed by the characters eyelashes than the hair and
flowers can go after that. And the jewelry and accessories
together at the bottom. And then to keep things
even more organized, Let's put these into layers. So we'll add a layout
for character elements. And the character and her
eyelashes can go in there. As well as the materials
belonging to those, which you can see
with these selected, all of their
associated materials are highlighted in here. So we can easily grab all of those and plunk them
onto that layer as well. And that gives us a
handy tab we can use to isolate only those materials. So we'll show our remaining
layer list materials and carry on with the
rest of the objects. Will put the dress on
the layer called close. Along with its material. Then the hair and braid
can go onto another layer, which we'll call here. Along with their many materials. It looks like we
missed the dress, so I'll put that in here. Then we'll make
another layout for flowers and put all
of that in here. Then we'll do one
more for the jewelry. And in there goes
everything else. So let's see if we have
any materials left. Just what was on the
objects we deleted before. So we don't actually need
these anymore either. So I'll just do an edit,
delete unused materials. And now we have all
of our materials organized into these
different tabs, which is going to make
life much easier later on. And having things on layers
also means we can solo all the different
objects as we work on them to keep things
running nice and fast. So before we finish up, let's add one more
layer and call it seen, which is where we can put
all of our miscellaneous seen objects like our camera. And later on when we
create our lights. And I think we'll do exactly
that in the next lesson, where we'll start letting
our scene with a redshift.
16. Lighting: Okay, so let's set up some lighting so we can get a better look at our character. So let's start over in
the render settings. And under Redshift, let's switch over to
the Advanced Settings. We'll increase our
sampling threshold to 0.1 so we can render
a bit faster. If we need to do any
bucket rendering, then we'll go through
these one-by-one. Let's leave motion blur
switched off than in globals. If you've got an
RTX graphics card, you can enable
hardware ray tracing, which is also going to
speed up your renders. Then in the GUI tab, I find using the brute
force method for primary and secondary rays
tends to be the fastest, at least with scenes
like this anyway, then we don't need core
sticks in our scene. So switching this off, we'll also keep things
running nice and fast and we won't bother with
any external compositing. So let's just disable
the AOVs as well. And we'll close that for now. And we'll fire off a render
to see what we've got so far. And it's definitely not looking
that great to start with. And I can see we're
having some problems with the edges of our
texture maps as well, but we will sort that
out a little bit later. But for now, let's see
if we can give this some nice dramatic
portrait style lighting. And I think for this
particular end up, we'll aim for almost
a classical painting. Look and use what's called
a Rembrandt lighting setup. Head up here to
our Redshift menu. And under lights, let's
bring in an area light. Then we'll switch views
here in our viewport and make this a perspective view so we can see our whole scene. Then we'll change the shading so we can see things
a bit easier. We can now start to position
that lights in our scene. But every time we
move, the lights will need to wait for the
render view to catch up, which can make setting
up your lights a bit of a slow process. But I'll show you a few
tricks you can use to make this a bit more responsive. Firstly, we could switch this
over to clay render mode, which basically ignores
all the materials, which allows the render to
resolve itself a bit quicker. And you can see it's
almost real time now. But I think there's an even
better way to do this. If we just switch
back to regular mode. We can instead use the
RT or real-time mode, which takes a little
while to load up. But when it does, we literally get full
real-time rendering. And if we move this around, it's now updating instantly, which makes setting up our
lights super fast and easy. So let's go ahead and give our portrait a nice dramatic look. And as I mentioned before, we're going to use the
Rembrandt lighting technique, which the Dutch artist rembrandt used a lot in his
portrait paintings. So we're going to try and
angular light so that it costs a little triangle
on our characters CI KIA, which should hopefully give us that classical kind of look. So we could just grab
this and move it around till we get the right
angle in our viewport. But there is another
really quick way to get our lights into position that I use from time to time on
this kind of thing. And that's to actually look
through this light so we can easily point it directly
where the light needs to be. So with it selected, we'll go to Cameras, Use Camera and selected
object as camera. Now we can see exactly
what our light is pointing at from the
perspective of the light. And we can orbit around
just like we would with a camera and easily adjust
the direction of the light. So I'm just going to frame
this up on our model from the top-left and try to cost that triangle of light
onto her left cheek. Because we're getting
live feedback now, this should be
pretty easy to do. From about there,
we can start to see that triangle of light
appearing here on her cheek. And I might just grab that area light and decrease
the intensity of it. We can also change the
dimensions of the light to sharpen or soften
those shadows. At the moment, our light
is two-by-two meters, which is giving us these
fairly soft shadows. But if we were to
scale the light down a bit and just compensate for the smaller light
source by increasing the intensity or exposure. You can see that triangle
becomes a bit more pronounced and our shadows are a lot more focused and shop. And I don't think we want
to go that dramatic. So let's soften them up
again by bringing the size up to maybe 80
centimeters instead. And again, let's
reduce that exposure. And I might just bring
the light a little closer to the model as well. And I think something like that is fine for our
key light for now. Maybe just slightly
less intense. I wouldn't worry too much about finalizing our
lighting just yet. It is usually a bit of
an iterative process. So we'll probably come
back and tweak this laid out once we fixed our materials. But one thing I will
do is add a bit of a fill light to fill in these
completely black areas. So we can still see
some of those details. A quick and easy
way to do that for portraits is just
to come back up here and add a dome light, which is definitely filling
in those dark areas, but probably a bit too much. And we also don't want it to be visible in the background. So let's scroll down here and disabled background
visibility and will also decrease the intensity
about there. Just so we can see a little bit more of those
shadowed areas. So it's not completely black. So I think that's a
pretty good start. But I'd also like
to choose a bit of a focal point
for our portrait. Draw the viewer's
eye to this area. So they're drawn more to
the face and the Niklaus. And we can definitely achieve
that with a lighting by darkening the less important
areas of the image. So we're going to use
what's called a flag to block some of the lights and keep the focus where
it needs to be. Let's go back up here. And because we are still looking
through that area light, let's switch this back
to the default camera. I want to place
our flag down here in-between our lights
and the character. So let's grab our area light. And as a flag, we're going to use a
simple plain object. And if we hold shift
when we bring that in, it becomes a child of our light and inherits the
position of the light, which might make it a little bit easier to get into place. But it does look like the
orientation is a bit off, which is why it's chomping
through her head. So we'll rotate that the
right way by changing the orientation
here to negative Z. And we'll scale that down and move it out a bit so it
starts blocking that light. But because of that plane
is gray by default, it will cost bounce light into our scene,
which we don't want. So just like a flag in
real-world lighting, we need this to be black
in non-reflective. So let's create a new
redshift material and apply it to our plane. Now rename it to flag. We can do the same to
the material in there. Let's make it black and
remove the reflection. Will reposition this to
block some of that light. And if we keep an
eye on this area, Let's bring this a little closer and slowly start raising that in
front of the lights. Like so. The closer this is
to the light source, the softer the shadow
it's going to cost. And the closer to the subject, the sharper the shadow. So I'll just put
this about here. And that's now cut off some of that light from
the lower part of the image and made this
area more of a focal point. And I think that should be fine for our initial lighting setup. But before we move on, I just want to
head back here and add our lights to
our layer system. We can probably move
our flag out of here now and grab all of our new lighting
objects and add them to our scene layer to keep
things nice and tidy. So we'll leave that
there and move on to the materials
in the next lesson.
17. Character Materials: Now that we've got
our lighting sorted, let's switch off the RT mode and fire off a render to see
how things are looking. The first thing we need to do is fix these seems that are showing up on the edges of our texture
maps on the character. So to keep things
running nice and fast, Let's just solo only the objects in our scene that
we'll be working on. So we'll solo the
character, the clothes, and the scene objects so we can keep the camera
and the lighting. And that's definitely
clearing up a bit faster. Now, let's also switch over to our character
materials tab, and we'll start by
tweaking some of these. And so we can see those
materials a bit better. Let's also set up
another camera a bit closer to our subject. So let's duplicate this camera
and rename it to closer. We'll look through
there. Then we'll switch over to the viewport. And I'll zoom in a bit closer to her face about there should do. So back in the render view, we can see what might be causing that problem with the texture seems it looks like
it might be because the bump is way too intense. So we'll need to tweak
the skin materials. So let's start with
the face material. But you'll notice that
texture is repeated across quite a few of
these different materials, which we don't really need. Fewer materials
the better really. So let's merge some of
these together first. For this texture, I want to keep the face and the lips as
two separate materials. But I'll grab the
face and holding Alt. I'll drag it onto these
other duplicates, like the E is, for example, to merge those together. And we basically just replacing the A's material with
the face material. So all that geometry will share that one face material instead. And we'll do that again onto
the other face material, which is the eye sockets. And we'll just bring
out face material back over here again. Then we'll do the same
process to the leg materials, will hold Alt and drag that onto the similar
toenails material. We can control both of those with the one that
material as well. Then the same with the
teeth and mouth materials. And actually because our
character has her mouth closed, we don't see the teeth or
the inner part of the mouth. So in this case, we could
probably just delete this material because
we don't want anything in our scene
that we don't need. Then we'll merge the
arms into fingernails. Then for the materials, you might like to keep
some of these separate, especially the iris, because it'll give
you the flexibility. It's you come in here and add a color correct node
after the diffuse map. If we shift the hue and maybe
increase the gamma as well. You can easily recolor
the eyes like so, which can be handy to make your renders a little
bit more interesting. But for l random, I'll just stick to the original eye color. So to reduce the amount
of materials again, I'll just merge these together, which brings us back to
the original brown eyes. And finally, we'll grab the eye moist jump and merge
it with this similar cornea. And the second I
moisture material. So now that we've reduced these materials down
to just what we need, Let's sort out the
intensity of our bump maps. So let's grab the face material and take a look at how
this has been set up. We've got a bump blender here, which is blending a normal
map and a bump map together. And if we take a look in these, you can see that the height
scale is set pretty high. So lets just grab our normal
map and reduce that to 0.01 and the bump map to 0.02. And straight away, That's
looking a lot better. But we can still see
the same back here. So we'll have to
fix all the other materials the same way. So we'll grab the torso
material and will decrease the normal map and bumped
values in here as well. So 0.01 for the normal map
and 0.02 for the bump. And as soon as we've done that, we're no longer getting that same at the back of the head. So we'll do the same
for the lips, 0.010.02. And that's looking good. Let's switch back
to our main camera. And this is all
looking good now, we just need to do the
same to the arms as well. So I'll quickly do that.
And that's that sorted. We've also got the legs material that we could fix as well, but because of the legs
aren't going to be visible in our final render. We could just delete
this material as well. But what I might do instead is just disconnect
the bump blender. So the bump on the
legs isn't calculated, which will also speed
up the render slightly. Let's move on to the eyes. Let's switch back to
our close-up camera. And you can see how eyes
aren't looking great either. We've got some
fireflies here and the eyes are also
looking a bit bloodshot. And again, I think
that's because the bump is Y2 intense on those as well. So let's grab our
merged pupils material. This time, we can probably just remove the bump
completely rather than decreasing the
intensity because we're not going to be rendering
the eyes up close. So let's remove
that extra detail by just disconnecting
this as well. And that looks better. We can also start using our
render region tool as well to get a faster render on
the area where working on. And I can still see a
few fireflies on here. And I think that's because
our moisture material, which is applied to the
geometry over the eyes, also has an extreme bump map. Let's disconnect that as well. And now those eyes are rendering faster and looking much better. And finally, we'll move
on to the eyelashes here, which doesn't have any bump, just an Alpha map here. But I think looking at this, those eyelashes
have imported fine, so we probably don't
need to tweak those. Let's just turn them off and
on again to check that off. And that's on, which
I think looks fine. So I will switch back to our main camera and
disabled the render region. And as seen as definitely
rendering faster. Now, we could leave this as
is for our character's skin. But we'll take this
one step further in the next lesson by adding a
bit of subsurface scattering. One thing I just
wanted to mention before we move on is that sometimes when we convert materials from dads to redshift, like we did earlier, you might find, if we
go into one of these, what the face, for example, and check the reflection
map that's been imported and piped into the
reflection color here. For some reason,
it's actually put a duplicate of our diffuse
map instead in here, which is the same
as this map here. But if we take a look
at the collected files from our imports in
the project folder, you can see here's
our diffuse map. But we've also got
this specular map, which really should
be in place of the diffuse map in our
reflection channel. So if that happens
to you as well, you can easily just
replace that map by dragging that into here. To overwrite that,
you'll need to do that to the other skin
texture maps as well. So I'll just grab these
specular map for the torso as well and replace this. So just a heads up if you
run into the same thing. But in my experience, this only happens on some
models from the store. And it really just depends how the materials have been
set up back in days. So I'll go ahead and fix those and I'll see you in
the next lesson.
18. Skin SSS: Okay, So let's add
some subsurface scattering it to our
character's skin here. And before we get into
the materials themselves, I like to add a nice
bright backlight behind our character so we
can see how the light will pass through the
thinner areas of our model, like the ears here, which will make setting up our subsurface effects a bit easier. So back to the redshift menu. And we'll bring in
another area light, which doesn't show up
over here because we still have these
three layers soloed. Let's just switch off
all the soloing fan-out, which brings back
everything in our scene. And we'll do the inverse of that by hiding everything
we don't want to see. Instead of soloing what
we do want to see. So we'll hide the
hair, the flowers, and the jewelry, and we're
left with everything else, including the area
lights we just added. So let's rename
this to sss light. We want to position this
behind our character here. So we'll do the same
trick that we did before by going to camera, use camera and selected
object as camera. And if we frame up
on our character, we can now orbit around to reposition this light
from its perspective. And it might help if we
start the render view again a bit to the
side at the moment. So let's just move
around behind her a bit more until we get this nice rim light
happening back here, which should allow us to
see any light penetrating the ear when we set up
the subsurface effect. So let's do that. We'll switch back
to the node editor and start on the face material. And if we take a look over here, we're currently plugged into a plain old redshift material, which does have some subsurface scattering properties over here. But for skin, we've actually
got a better option. And that's the redshift
skin material, which is specifically designed
for this kind of thing. So let's bring one of those in. We'll make a bit of space. And you can see this is using a very standard setup for skin, where we've got shallow, mid and deep color inputs
for the subsurface effect. So let's connect this
up to the output first, which if we take a look
up here under Tools, I've set that to
the shortcut key d. So if we hit D on the keyboard, the selected node connect
straight up with the output. And we should see that
update over here. And we might just do a render
region on the face only because subsurface
scattering can be a little bit slow to render. And at first, it's
looking a little bit strange because we are currently allowing that light to penetrate a bit far into our character. You can see the radius
scale is actually set to 100 centimeters,
which is huge. So let's drop this down to
something more realistic, like maybe one centimeter, meaning the light
can only penetrate the skin up to a depth
of one centimeter, which definitely looks
a bit more realistic. Next, we'll change the
mode from ray traced to point-based because that tends to calculate much faster, although it is a little
bit less accurate. But I think we'll be able
to get away with that. And to be honest, that gets us most of
the way there already. And we can even start to
see a bit of that blood red coming through
inside the ear. And the default settings in the skin material or almost
perfect right off the bat. So all we really need
to do at this point is pipe our diffuse texture
map into the mix here. So we're not losing the
texture detail as we are here, because we are currently using solid colors in here instead. Let's come over here and grab our diffuse texture and
just move it up here. And we want to pipe this
into the shallow color here because that's the
outer layer of skin. And then we'll take that
same diffuse texture and tint it this color
for the mid scanner. And then we'll tinted red
for the deep scatter. So let's make a bit
more space here. One way we can print
out a few sitemap is with a color bias node. So I'll bring one of
those in as well. And we'll need two of these. Holding Control will
drag out a copy. And we'll rename
this top one to mid. And this one will be
out deep scatter color. If we pipe just our diffuse
texture map into the output, we can see what that looks like. And it's got some nice
skin details in there. And if we then pipe it into
the mid color bias node, it goes a bit darker at first, but we want a tint it this color back in the skin material. So I'll copy that. And back in here, we'll paste that into the bias. And now the diffuse texture
has been tinted that color. So that's the mid layer sorted. Let's do the same for
the deep scanner. Will connect that to the output. And we'll get back here and copy the red color and paste
it into the bias here, which now ten sit read. So back in the skin material, we can now connect these up. So we'll link this back to the output and replace our
three scattered depths. So a pipe the diffuse texture directly into the shallow color. Then the mid color bias needs
to go into the mid color. And the red tinted version
goes into the deep color. And we've now got
the extra detail and back from the diffuse map. But it's all looking a bit
overly read at the moment. So let's make a few
adjustments here. Firstly, the shallow weight needs to be a bit more
dominant than that. So let's bring that
value up to one, which decreases
some of that red. But I think we
might need to drop that red layer down
a bit as well. And back that mid
color off as well. And so we have a nice mix
of the different depths. We've lost that red
in the ear now. So we might need to increase the deep scatter radius as well. And if we bring this
up to the extreme, we should probably
switch over to bucket rendering so we can get a more accurate
look at this. And you can see we've got that red subsurface
effect back in her ear. But it's obviously
way too intense and also spilling out
into the face as well. So let's bring this
back down a bit. And I think I'm pretty happy
with how that's looking. So that's the subsurface
effect all set up. We just need to pipe the rest of our maps into our
new skin material. So the bump blender
needs to go into the bump input and the
reflection map can go into the reflection and
color and will also put that into the secondary reflection
color as well. And if we grab our skin material again and take a look
under reflections, we can increase the reflectivity with these sliders
here if we need to. So let's try bringing up the
whites on both of these. And maybe a bit more. And now her skin is looking
a bit more wets or oily, which I think could work. So all we need to do now is take this same setup and apply it
to the other skin materials. So let's quickly do that. Let's grab these three
nodes and copy them. And just grab the
torso diffuse texture. And we can probably
pause this for now so it doesn't
slow things down. And we'll paste those
nodes into here. And pipe that into
the shallow color and into the mid and deep
color bias nodes, which are already
connected up correctly, then will relink
the bump blender and the reflection map
like we did before. And finally, we'll connect
the skin material to the outputs to replace the
standard redshift material. So I'll just do the same for those remaining skin materials. And with that done,
let's switch off the render region and fire
off another bucket render. And now we have a much
more realistic looking skin complete with
subsurface scattering, which allows the
light to penetrate the skin as it
would in real life. So we can now switch
off our SSS light. And we're ready to move on to
the next lesson where we'll sort out l, jewelry
and clothing.
19. Clothes and Jewelry: So let's sort out the
clothes and the jewelry. So we'll need to enable
those layers over here. And we'll disabled
bucket mode and go back to our
progressive rendering. And I want to zoom
in on this area. So let's switch over to our viewport and to
our camera view. And just switch to the close-up
camera we made before. And what is frame
this up so we can get a better look at the
dress and the jewelry. We'll need to do a
few things here. Firstly, it looks
like the bump is also way too intense
on the dress. So I will need to
reduce that and probably brighten the
dress up a bit as well. Then with the bracelets, I'd like to switch this
dull brown looking material with a nice gold shader. And the same with the
Niklaus and dependent, as well as the earrings. And I'll also give
the diamond in here a bit of a red tint. So it compliments her lips a bit more as this and her face, the focal points
of the image will also need to fix this intersecting part of
the bracelet here. And then Nicholas also looks like it's floating a bit there. So I'll move that
a bit closer to her body and will probably do the same
with the dress as well. And we might also need to smooth that out because it looks a little bit bumpy and
places, especially here. So let's start over here
in the closed materials, which there is now
only one shader. So let's grab that. Which like our skin materials, is also using a bump blender, which has a normal map
set to 0 for some reason. And a bump map at negative
0.8 height scale, which I think is a
bit too intense. So let's add another 0 in here to decrease
the bumper effect, which looks a bit better. But I do think it's
looking a bit dark. So let's grab the
redshift material itself. And because they dress
fabric is quite thin, we can use the
backlighting translucency setting to allow a bit more
light to pass through it. So let's crank this
all the way up to one, which looks good to me. Let's move on to the
jewelry materials. And this first one here
is for the necklace. And it looks like that's
also got a bump blender, which is giving us
this striped pattern, which I think is probably fine for this particular material, but I do want it to be
a nice, shiny gold. Let's grab the RS material. And the easiest way
to do that is to just use one of these material
presets in here. Let's choose the gold present. And that's changed
some of the settings, mainly in the reflection. And given us this nice golden
material on the chain here. So that's sorted. Let's have a look at
the next material, the bail here, which is a very basic material without
any maps plugged in at all. And I think this is for this
part of the pendant here. So that'll need to
be gold as well. So let's do the same thing
again and use the gold preset. And that's done now. And I think to keep
things nice and simple, we can probably just reuse this material on the
rest of the jewelry. So everything gets the
same gold shader and we can reduce the amount of
materials we have in here. Many of which look like
duplicates anyway. So let's grab all
these black materials, which I presume should
actually be gold. But that might have been lost in the imports or
material conversion. But with those selected, we'll go to Select and select
material tags or objects, which if we go back to
the attribute manager, has selected all
the instances of those particular materials
and we can now easily replace them all without gold bail material by just dragging that into the
material slot here. And now all of
those parts are now sharing that one gold material. Which means we can
now get rid of the materials we've
just replaced by going to edit and delete
unused materials. Which leaves us with just
these four materials, which is a bit more manageable. So let's just
rename this to gold so we don't confuse
ourselves later on. And it looks like these
two specular materials might be duplicates as well. These must be the material for the diamond independent here. So let's just merge
these together as well. And we'll take a look at that. And to speed up the
render will use the render region over just
that part of the Niklaus. And actually that's
a bit small there. Let's just go back
here and zoom in a bit closer and reposition this. So all I want to do
to this material is tinted slightly red. So let's get back in there
and grab the RS material. And we'll head down to the refraction
transmission section and just make the color
a nice shade of red. And a little will
go a long way here. So just tint this
ever so slightly. There, it looks good. So we'll close that, disable the render region and switch back to
our main camera. And we'll do another
bucket render. I think those materials
are looking good. Now, let's fix this
bracelet and tidy up the dress geometry and move the Nicholas a bit
closer to her body. So let's disable bucket render. And we might actually
just turn this off for now. While we work on these. Then we'll go back
to the viewport and switch our perspective mode, which is still looking
through the perspective of our SSS light that we set
up in the previous lesson. So let's get back to
the default camera. And we'll zoom in here and
switch to a wireframe mode. And we'll start by fixing the
placement of this bracelet. And currently the access
point is a bit off. So let's center that by hitting Shift C to bring up
the command window. And we'll type access and grab the Access Center tool with
the default settings here. Let's execute that to center
the access to the object, which is going to make
repositioning this a bit easier. So I'll just move this up and out to fix that
intersecting geometry. So that fixes that. Let's move on to the necklace, which also needs to be repositioned a bit
closer to the body. So we'll grab the pendant part first and sent to the
axis on that as well. And so we can see
what we're doing. Let's hide the
dress for a second. And we'll just move
this in closer to the skin and maybe rotate
that a tad as well. There should be fine. We just need to do the
same with the chain. So let's grab the Niklaus and we'll try centering
the axis on that as well. And just move this down. So it goes through the
loop on the pendant. And that should
be fine. I think. Let's bring back the dress
and zoom back out a bit. And we'll see if we can
smooth out these lumpy bits and make the dress conform
to the body a bit better. So back in the command up, Let's find the smooth
sculpting brush. And we'll decrease the strength
of the brush to about 20. And we can start
smoothing out that mesh. Especially over here. We just need to make sure
that we don't smooth this through to the
skin like that. So we'll undo that and just
do this fairly lightly. Then up here. Let's
close this for now. And we might be able to see the problem areas a bit
easier if we switch the render back on and go
back to the main camera. The necklace is definitely
looking better now. This part of the dress is
looking nice and smooth. But I just want to
push in these parts of the dress so they cling
to the body a bit closer. So we could just try
smoothing this again. But I think this might be
a bit easier to do with another sculpting
tool, the Grab Brush. So we'll grab that. And if we decrease
the brush size a bit, that's going to
allow us to easily move the mesh
closer to the body. And this works just like
the Move brush in ZBrush. Again, we'll be careful not to push the dress into the body just a bit closer to get rid of those bits that
are sticking out. And we'll do this side as well. And just keep an eye
on things over here. And we might need to
do the belly as well. And this bit's still
flaring out a bit. So we might need to decrease
the brush size a bit more. And just move this in a bit. And it's nearly there, just a little bit more. And this can be a
little bit fiddly. And we'd better fix
this bit as well. Okay, let's move
on to the belly. And we'll just tuck this in
a little bit closer as well. And maybe at the
back here as well. I think that should do it. Let's switch off
the render region and we'll do another
bucket render. And I think we can call the
clothing and jewelry done. You could come in here
and fine tune this further to get it
super snuggle nobody, but I think we'll leave
it there and move on to the next lesson where
we'll sort out her hair.
20. Hair Prep: All right, let's move on to our character's hair will switch off the bucket
rendering for now, because dad's hair can be very slow to render unfortunately. Then we'll hide
the jewelry layout and show the hair layer. And if we take a look at our
hair materials down here, there are loads of these, which again is contributing
to the slow render speeds. So the first thing I wanna do is try and reduce the amount of materials by merging some
of these together as well. And I can already see there's a bunch of duplicates in here. So let's come over
to material here. And we'll sort these by name, which might make finding the
duplicates a bit easier. We'll start in merging
any similar materials together the same way we
did in previous lessons. And I think we can merge
all these braid materials. If you're having
trouble doing this. It might be because the
render view is active. So let's disable
that for a second. And this should be a
bit more responsive. Now, finished merging those. And this one looks
a bit different, so we've got to keep that
one and same with this one. But these hair fine
materials all look the same. So we'll merge those as well. And these two, and these, and this one is definitely
the same as this one. So we'll plunk him onto there. And finally, these guys here. So that's looking a
bit more respectable. Now, the next thing I'm going
to do is go into each of these and disconnect the
imported bump blender. Because in this particular scene or the bump actually does, is slowed down the render. But if we disconnect this, it renders faster and it doesn't actually
look any different. Cell skewed ahead and do
the same for all of these, will fire off a render to
see how that's looking. And it'll probably
be faster if we just grab the region around the hair. We might do a bucket
render instead so we can see the
finished product. And it's not looking too bad, maybe just a bit too dark. What we can do is just grab the materials with
the alpha channels, which are the main
strands of hair. And we'll also pause
the render for now. If we take a look
at each material, we can add some backlighting
to these as well, because they are
just 2D strips of hair and therefore very thin. Light should be able
to penetrate those. So let's crank up the weight. But instead of using
this default gray color, I'll pipe the diffuse
texture map into there, which looks something like this. So plug that in here into the backlighting
translucency color channel. And again, I'll do
the same to all of these materials that
have an alpha channel. Then we can grab all of them. And we can check the
backlighting settings on all of these together. And just make sure the
weight is all set to one. And we'll fire off
another render. And that's looking
a bit brighter. Now. Let's move on to the flowers. So I head back to our layers and activate the flower layer. And for speed will switch
back to progressive mode. And we'll take a look at
our flower materials. And just like all the other
materials we've imported, the bump on these is way too
much and not really needed. So I'm going to disconnect
those on these as well. We'll go through all of these. But these last two
materials are identical. So I'll just merge
these as well. And doing that should speed
things up again for us. So let's bring the
region up on the flowers and try another
bucket render. Again. I think these are looking
a bit too dark as well. And because flower
petals are quite thin, we could probably
brighten this up the same way by adding some backlighting. So do the same thing again and connect to diffuse texture, which looks like this, up to that as well. And do the same
for all of these. Then we'll grab them all and set the backlighting
weight to one. And then only it
looks like half the flowers a brighter now. So there might be a
missing material which might explain the
flowery looking material back in the hair materials. So I guess we'll
just do the same thing to this one as well. And remove the bump on that too. And that seems to fix that. So now that we've got all of
our materials sorted out, let's come back to the layers and turn everything back on. Then we'll disable the
render region and fire off one last bucket render
to see our whole character. And I think our character
is coming along nicely. Now, let's leave this then. We'll add the finishing
touches in the next lesson.
21. Finishing Touches: Okay, so let's make some final tweaks to get our
portrait ready to render. So start by adding a bit
of a backdrop behind our character to fill
in that empty space. So let's bring in a plane. And we'll rename it to backdrop. And we'll move that into
place over in the viewport. And I might just switch off
the bucket render as well. And our plane is pointing
in the wrong direction. So over in the attributes, Let's switch the
orientation to negative z. Then we'll grab the Move tool. And I just want to put this
back behind our model. So we'll push that back a bit and maybe go
to our four views. So we can scale this in and see how it's looking in
the main camera view. And just scale it down a
bit and move it up a tad. So it fills that space up
here in the camera view. And that looks fine in here. So let's add a new redshift
material for this name, that backdrop as well. And apply it to our plane. We'll set this up over
in the shader graph. It's currently just
this flat gray color. But I want to give
this a bit of texture. So I have an image off to the side which will
just drag into here. And I'll share a link to this in the resources PDF as well. It looks something like this. We're going to plug this into
the diffuse color, like so. And it's definitely looking
a bit bright back there. I want it to be pretty subtle. So we'll need to
darken this down. So between these two nodes, let's add a ramp node. And we'll pipe our texture into the input and the out color
into the diffuse color. If we set this to Alt mode, this is going to allow us
to remap L color range. So rather than having this
white as the lightest color, Let's bring this down to a
dark gray and straightaway. I think that's
looking much better. But I'm not too fond of
that big glossy reflection of one of our lights up here. So let's grab that
material and bring the reflection weights
right down to 0. Just so we can speed
up our render previews while we make these tweaks. Let's hide our hair and flower
layers from the render. And that should be
a bit faster now. So the backdrop texture has a few nice-looking paint
splatters at the bottom here, which I wouldn't mind making
a bit more visible as well. So let's go back here and
just move that up a bit. And so we're not
stretching it too much. I might just scale that
down a bit as well. And that's looking a
bit more interesting. So next, I might make her
lips a little bit redder and glossier and bring out
the red in the jewel here. So I can make those
a bit more of a focal point in our image. So let's head over to
the character materials and grab the lips. And back in the shader graph. Here's the skin shader we set up earlier, which will keep, we just want to
read up the lips by increasing the saturation
of our diffuse map here. So let's add a
color correct node and plug that into here. And the color will replace
the shallow color, which is the outer layer of
skin in the skin material. And now if we just
isolate those lips, they've got a slight red
tint to them at the moment. But if we bring these
Saturation scale up ever so slightly, I think they stand
out a bit more now. Let's also make them a bit more glossy over in the
skin material. Under reflections. Let's just increase
these glossiness values. And that looks good. So let's move the
render region over the diamond and we'll make
that a bit redder as well. To match those lips. Over to jewelry, we'll grab that specular material and we originally tinted it here
in the transmission color. So let's do the same. And we'll just bring this
down into a more intense red. Maybe not that far. Just so it's matching a bit closer to the shade of the lips. And I think that's fine. So another thing I'd like
to do with portraits is add a little
glint to the eyes. So let's do that right here in Redshift by adding
another area light. And we'll head back over
to our perspective view. And obviously, if we
move this around, it's going to affect
our whole scene here, which doesn't look so great. But I actually only want
this to be reflected in the eyes and not to omit any
lights onto our character. So to do that will turn off
the render for a second. We need to figure out a way
to isolate just the eyes. And dads modals tend to have an extra layer of geometry
around the eyeballs, which is currently what I moisture material is applied to, which gives them
that glossy look. So in order to restrict our highlight to
only that geometry, will need to separate
that part from our model. So let's do that. We'll grab our character and
switch over to polygon mode. And in order to select
the full geometry surface around the eyes, will go to select
and fill selection. And then it's just as easy
as clicking here and holding Shift and clicking the other one to select the outer
layer of both eyes. And now we need to split these
off as a separate object. So we'll right-click
and do a split. And if we look up here
and hide the character, you can see we now have these separated from the
character mesh. Let's rename this two eyes
so we don't get confused. But if we show the
character again, splitting doesn't
actually remove the geometry from the original. And you can see those
faces are still there and select it on here. But because we've made
a copy and we don't want two sets of
these intersecting. We can just delete
those faces now. And now we just have
those two separate parts just to keep things tidy. Now, I covers a fairly simple, so we can also delete
all of these extra tags. Now, we only need to have that I'm moisture
material on there. And now we can grab
the highlight. And to have this only
affect that separate IMS, we can go over to project
and set the mode to include and just drag
those eyes into here. And now if we check this out, everything goes back to
normal except our eyes, which are now showing
our highlights in the reflection and we'll position now I liked to give us a slight glint in the
corner of the eyes. So we'll use the
same trick we did earlier by looking
through the light, which should make positioning
this a bit easier. And we just want to point
this toward the eyes and rotate it until we're
happy with the reflection, which will keep an
eye on over here. And the reflection is actually
quite large at the moment. Because if we take a look at
the dimensions of our light, that's also quite large. But if we shrink this down
to maybe ten centimeters, we can make that
reflection much smaller. And we definitely want
to keep this effect nice and subtle as well, just enough to bring a bit
of life into the eyes. And I also find switching
the light shape to disk. Can round those reflections out and look a bit
nicer as well. And you could also adjust the
intensity and exposure of the light as well to make
those more or less visible. But I think I'm pretty
happy with this now. So let's turn off the
render region again. One last thing I want to
do before we render this is just to darken this
area down a bit more, so it's not so distracting. So back in the default camera, if we grab our flagging in, we'll move this up
ever so slightly to cut more of that
light away from here. We really focus on
just this area here. That's looking better now. So let's finish this by re
enabling all the layers. And we'll do one
more bucket render. And while that's rendering away, Let's go and pop
open L Post Effects. We can start adding the
finishing touches to our image as it's rendering. Let's enable
photographic exposure, which instantly
brightens things up. But let's go in here and play with the f-stop to get
the right exposure. About there might work. And we might also enable the color controls and add
a bit of contrast as well. What else do we have here? Maybe a little bit of
vignetting as well. Again, to really draw the eye toward the center of the image. We might also decrease the
saturation ever so slightly. And maybe a tiny
bit more contrast. And feel free to play
around with these and see what kind of looks
you can come up with. But I think we'll just add
a little bit of bloom as well to give our character
a nice soft glow. And again, we don't want
to go too crazy with this. There is nice. I think we can finally
call it a portrait done. So all we need to do
now to finish this off is hit Render. And that brings us to
the end of the course. So now it's time
for you to create your very own character
and render off your next masterpiece
here in cinema 4D. So have fun, and I'm looking forward to seeing
what you create.