Create a character in Character Creator 3 and Import to Maya and Blender. | Walla M. | Skillshare

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Create a character in Character Creator 3 and Import to Maya and Blender.

teacher avatar Walla M., 3D Artist

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Intro

      0:21

    • 2.

      Modify and Sculpt

      29:13

    • 3.

      Import

      5:39

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About This Class

In this Class, we'll create a character using a very simple and fast procedure.

Meet Your Teacher

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Walla M.

3D Artist

Teacher

Hi, I'm Walla, a 3D artist.

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Level: All Levels

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Transcripts

1. Intro : Hello, I hope you're doing well. Today we'll be creating a character in C three by re illusion, importing that character into Maya and blender. We'll be following the given reference. I hope you learn something and I hope you enjoy. Thank you. 2. Modify and Sculpt: When you open CC Three, you'll be greeted with a screen like this. You probably find a random character on there. The first thing we're going to do now is to find our reference. I usually use a website called This Person does not exist. Whenever you refresh, it will keep showing you a different face. Let's look for one that we like. Preferably, I would like to us, or you would love to use an image that is taken like this without hiding one of the ears. You can see both ears. You can see the entire face. And I'll go ahead and just save this image. Get back to my character creator. I'll be using something called Headshot Head Shot basically uses a picture and turns that picture into a three D character as close as possible. It does have some flaws here and there, but we'll be looking at those. We'll just be using the picture as a reference. I'm going to click, You can double click, or you can just drag your image in there, and I know that my image is in here. This saved very different images, which is weird. I'll just drop this out of my browser to get the exact image. Save that in here. Just double click and find my image, you'll see a window that opens like this. It will ask you, is this a male or female, or baby or neutral? No. Mask, Clean, soft, rough face. Do you want to scalp on him a beard and a scalp select male? I want his face to be can generate it should do its thing. In a few minutes. After the processing is done, we have an image that tries to look as close as possible to our reference image. This is quite interesting. I'll go ahead and just give them some clothing. Pants and a shirt have given him just some regular clothes. Now for some people this might actually be enough, but in many cases it might be unusable. Let me get back into get my reference right there. I'll put this to the side just so I can begin the sculpting process. Well, I I could just use the one on the left. Yes. So you want to go to the window on your, on your right hand side and it will be written on modify. It has these mini icons here. This can be collapsed and it can be increased or decreased size. I just want to increase that a little bit so it's visible. Now you have many options that are going to reveal sliders on the right here like this. You now have to use this to tweak the character of these are all for the full body. The more I try to slide this, he'll turn into more of this lady and so on and so forth. So it'll get a little bit bigger, have some muscle. I want to focus on the face first. One thing I always do is to get rid of these artifacts, even the texture that has been placed on him, which has been taken directly from his picture. When I get to this section on this icon and you'll see skin make up outfits, I want to hit activate editor C. Three is going to ask me if you have changed material texture settings in modified panel. Do you want to keep the modified results? If you want to keep this texture, you'll hit yes, but I don't want it, so I'm going to hit No, and now he has been turned into a, a different character. That is very fine. I'm going to use this to get to where I want to get to this image. I can see that skin color is a, a little more pink compared to the one we have right now. I'll go and hit skin base and scroll down to color ID. We have brightness, hue, and saturation. I'll try to achieve this color that he has. First, I want to increase my brightness just a little bit and reduce my hue just a little bit. Like weak, I might saturate it a little bit and reduce this as well, and increase the brightness. Just a, I'm happy with that right now. The other thing that I want to do before I start to tweak the face and all of that with the sliders, is to mirror what we have on the left to the right. To do that, I'll go to the first icon here. I'm going to hit Edit, Mesh, Edit, Mess. You have all of these options. If you want to select vertex, you can select them and move vertices like this, or you want to rotate them or you want to scale and so on and so forth. You want to select faces, you can do that element sculpt. Usually you might want to sculpt. The brush type basically either reduce increase, you can try to use this to reduce that abnormality here, just a little bit. U. You could use that method. And this is smoothing out this jaw a little bit more. If you want to deactivate, this is look on him, you can just edit mesh and you see him again. Using that method, you could get somewhere, but I want to try something different and I'm going to hit mirror copy. This is from the right to the left. From left to right. You see that happen? I want it because I'm happy with button on this side. This is right to left. It's his right to left, not screen, right. We'll see that head now looks a bit bigger. That's strange. Just a second. His nose looks a bit bigger, but that is fine. We'll figure out how to reduce all of that. First thing is to the eyes and see how we can move those. I think we could mirror the eyes as well and so I want to going to seemly see the contents of me and I want to select that. I think this is the guy. Yes, I edit Mesh and we don't have a mirror of that. Um, any way we're going for more text and select all the purchases of I, I'm not sure if it has selected even the inside ones. I try to move that into position. He still looks a little bit weirdest also because of his nose and that and all of that. So I'm going to try and stop that. Its while selecting the head, pull the body edit mesh. And I want to try and sculp that in and you can switch on the mirror so while the sculp showing it, it's mirroring onto the other side. Meaning just sing that out. Oh wow. Or six moves. Soft selection, the radius that it's getting a bit smaller. The nose, I mean, I could hold it there and increase the soft selection. Just remove that a little bit and then I'll hit Copy and feel like can work with that. Let's just edit in a little bit. Here we increase that move to increase move just a little bit and It looks a bit far from what we have in our reference. But now I want to go in and use the sliders to achieve what we have to achieve. I'm going to look for my head full pad. You can slide, it looks like one of the base characters provided here, which doesn't look like a good idea. Up face a little bit. What? No, you, you have a section here for the head and then you have another section for head shot and that will give you a lot more control of the aspects of the mouth, eyebrows, eyes, and all of that. I'll also go into and try and reduce and tweak a lot more. B Fall You can also go into the skin and increase the roughness of his skin. We do skin base normal like that. You'll need to reduce the lips a little enough. Yes, I'll give him a little beard and mustache in other cases as well. This might be very good enough for whatever you might be trying to do where you're not going for extra extra realism or an extra resemblance. I just want to reduce his body a little bit in our reference that he looks a little bit shorter than it does. So I might go in and we used to that as well in the general chart to scale by minus five, that's fine. Somehow his arms filled very monk by a few. So I might go in and actually reduce the scale of the hands just a little bit by about minus seven. And what else? General length. A little bit around there. And had need to jap a little bit. You could also change his hair. It depends on what you have in store here. Let me see what we have. Yeah, I mean, that's nice if you would like to use that, but I'm looking for something more simple. I see old lady hairs. So anyway, I'm happy with this character for now. I'm just trying to make it extra extra resemble the reference. I'm happy where it has gotten to. Usually when you run hedge shot, it has another option here. If I hit this now it's going to get rid of all of my progress. I just want to go in and save it. Will change the name of your file if you saved before and then you run hedge need to obviously save project again. 3. Import: I'm happy with where this has gotten to, so I'm going to export this and try to import it into my first file export. You have all of these different formats, so I like to use x closed character. I want only the mesh without any motion. You could say delete hidden faces if you want to. You could reduce the quality of the character if you want to. I'm not doing all of that now I'm going to hit Export, and I'm going to name the file. I'm going to hit Save. So once that is all done, I'm going to go into my Maya and import that FBX demo. Fbx, here's my character in May. What happens here is that he'll come with some joints with him. You could use those to animate. If joints to animate could just add a different G on top of this. And then you're good to go pay forward like that. In Meyer, he'll come with all of these different shaders materials. It's now up to you to sort of do whatever he wants to do with those. You're going to change them to, you're going to change them into red shift the ego. You could do that. That's in blender. Let me just try to put the FPx in C if that works just fine like we expect. Same scenario looking nice. What happens is that when you export the FPXpilees, it will come out with textures, various texture folders. Another folder is this demo FPM, which is also there. Most of the textures are coming from this folder. I don't know what happens is there, but I just believe it's texture issue there are there but there's an eye occlusion mesh there, so I usually just delete that. I use a different, whole different set up for what I'm going to do. Yeah, it looks interesting. So that is that I hope you get to do amazing stuff with these characters. All your characters. And thank you for watching. I hope you enjoy. Bye.