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.