Transcripts
1. TRAILER SEMI REALISTIC 3D GIRL : Hey, guys, my name
is Keychi John, a three D character
and probe artist with over five years of experience in V effects and game industry. I specialize in realistic three D character
and procreation. In this class, I'm excited
to walk you through the process of creating one
of my latest portfolio piece, a semi realistic
three D female head with rich melanin skin tones, natural grooming, and
cinematic rendering. Here's what you
learn. You discover how to texture realistic skin in substance painter with
beauty pass eyelight and sub through tone variation. Groom soup and volumoush
using gen in Maya, render final images with
lighting setup that gives you work a professional
and polished finish. What is this for? This
class is for TD artists, students or hobbies who want to improve their character
curation workflow. You get the most out of this if you already have a basic
understanding of Maya, substance painter, and
rendering fundamentals in Arnaud. Why take this class. By the end of this
class, you have a fully textured groomed and rendered
three the female head, perfect for adding to
your portfolio and showing off your realistic
character skills. You follow along to create
your own version of character complete with
high quality skin textures, natural looking e
gen A and final render seq that brings
it all together. Away to see what you create. This is going to be fun
detailed and packed with valuable tea. Let's get started.
2. 01 Semi Realistic Dark Girl Baking In Substance Painter: Okay, O comba guys,
so this Tori. I'm going to be texturing a character using this
referencing here. I already have the
Baz mesh in already, so let's bring this into
SubtnSpner and I'm going to show you guys
how to texture that from scratch instead
of Subtan Spenter. So let's go in and create new let's let our
base mesh for this. So these are mesh in here. We're going to be using
all the Glc on that. We're not using UVtiz for this. So twos fine. Let's Bick that map. I already biked out some
maps kind of use in here. So let's just go in
and get them in. I'll select these three,
drop them in. Click Okay. I think that should be okay. The one more map, you
need to input in. So I have an eye texture map, I need to input in. Okay, so we can use the
normal maps for this. Yes, open the Iris normal,
it should be this, then this also this, this, and this also
should be pretty much it. I'm going to open this up. Okay. I'll click Okay, then
we should have this in in a few seconds. Now first I like just
upset my camera in. Let's use cameras a
bit more accurate, a portrd camera lens. So let's do 85 millimeter
in it should be fine. So this scope is to based on the same reference
we have in here. So we're going to try and get this texture looking similar to what we have in here, right? So ignore the hair and the bowl, so just please fold in there. So yeah, let's move on. So let's big this out.
Let's go to dark G mat. Then I'm going to come over select normal I use the
normal map for the gil. So you should load this
up. Yeah, this is fine. This we can work with.
Okay, so let's go to We don't have no map
for the for the iris. Let's grab something
for the Iris normal. Yes, minuscule no. We don't have anything in there. So let's do for the neckbw. Have normal map in
here for the neckbw. The leg darts that
should be in now. Okay. This should
work just fine. Let me just be on the safe side. Let's go back to Zbrush. However much in select this, let's go to the highest
subdivision level for this. The high subdivision level needs another additional
subdivision level in this. Let's subdivide this one more. Let's get something
really smooth in here. Let's subdivide this again. So I'm going to big
out a map again for this just to make sure we get something
good enough to work with. So let me go to a lower
subdivision level. I'm going to level
where I sped this out, and I'm going to create a
normal map again for this. Then I'm just going
to replace it. So this is fine, lowntexture. Flip V exports. Go in here. Let's select this. Let's
just replace that. Let's go back to Softnspener. Then we need to close this. You need to update the texture, let's go over to textures, type in neck, rightly conduct, do a reload, then we can
drag and drop this in here. So we get something
slightly cleaner now. Let's cancel this. Let's see if we have
something in there. Yeah, this is fine.
Let's go to our outer I. Let's select the normal
for the outer I. That is fine. Let me save this. Save this up. Save it whatever
name you prefer to use. Okay. Save out now
that should be fine. Saving up. So saved out note. Now, let's big
textures for this. Let's go over textures
sets, big mesh maps. Let's big necessary
mouse needed in sobtanpener to work a
bit more accurately. So I want to big
mouth with that gel, exclude the exclude
the minuscule. Okay. Yeah, exclude
the teeth also. So this is everything
that comes with the normal map,
normal maps in there. Nanomal map. So big for this. Let's select the first one. Turn off normal,
select the Iris, turn off normal, neck bone, turn off normal, outer eye,
turn off normal for that. Then let's set the
curvature for this. Let's do generate from mesh, generate from no Mama product. Then under ambient clusion Sevillion always
serve same name. I always gives me
a better results, so. This should be fine. So let's click on big
selected textures, and then let's give the
same momentum run through. Okay, hold on. So now let's
go in and then invert this invert texture sets. So for this now, we need
to big maps normal maps. Let me do this as
wrong on selected. Yes. Normal maps in
there already. Okay. Yes. So for the overture, let's just generate this
from the mesh itself. Then click on big
selected textures. Let's give this a moment. This shouldn't take too long. In there just a place older, so shouldn't worry
too much about that. I think it's almost It's kind of floating down yet,
so it's almost done. This run through almost there. Yeah, it has it,
so it's fine now. Let's come and we're going to run painting
mode and then get painted some painting on top of hire as much as possible
to get a skin very, very similar to what
we have in here. Don't painting. Let's
check what we are big. Think this should be
just fine, close. I should be all
should all instead. So this should be fine for
what we need it for so we can jump into the text sharing
process in the next lesson. I'll see you guys in the
next lesson. Bye for now.
3. 02 Semi Realistic Dark Girl Base Skin In Substance Painter: Okay, welcome bad guys. So let's get right into it. This is like our main
skin reference here. But at the same time, I also have another
reference here for a more realistic
human character. So I'm going to be using this as my reference guide
to kind of gets the more or less like the Albido texture
of this and then use the Abido texture and texture
is a character in here. So this is Abido texture with no light
information in there. So this is what I'm
going to business. My best kind of capture the essence of the
colors in there, but still keeping this in mind
as a final pass for this. So let's jump right in. Okay. So the idea is
kind of start with a dark shade and then build up lighter shade
on top of that so. Let's select the girl
mats isolate this. And I'll go over to my texture set say this
to fork your resolution. So that should give us a
more defined wrinkle detail and skiple detail around this. So should be a bit clearer now. Like, so should be fine.
Okay. So now let's carry on. So I'm going to go in so my
layers, I'll delete this. Originally, I'm working for I'm working on a caucasian skin, Fatual do kind of
drop in a vein, blood splatter, smart
material created in here, but let me show you guys actually you
can actually see that. So just type case in here. Okay. Smart
materials. Let's see. Here, this is the one red skin. Typically, I start
with a base like this, in capture the
redness of the skin, and then I'm going to
then I float that with some brtle caucasian skin tone in there but this is
the dark skin tone, so a darker skin tone does not necessarily need this
in here actually. You can always start
with a dark tone, and then just fill
with d c. Except if just for the sake of
having this in there, just have another additional
layer underneath this, you can keep this but take down the dig down the
redness down some more and then create a few layer with a few layer that should
be on top of this. And this few layer should have a more rough
value somewhere around not entirely roughed somewhere somewhere around
this should be fine. Then we're going to
unpick the darker sheet. We can pick from many
of these too, though. You can also see some darker shed in here darker
reddish tone. Maybe we shouldn't pick
from this instead. Find this dark tone.
Yes, it's a good base. So I'm going to biz in. Maybe I should won't drag and
drop this in here, so I can just work with
just one let this to. So work with just one
pure pure board in here. So let me pz this in here. Like, so restaurant creates, we can create a bit more
space by moving this out. He puts in this
down here instead. Then bring this two inner and just scale this
out a little bit more. So we have those
two inner so we can actually pick in between them. Then this I can
temporarily hide. Okay. So working with one now. Let's close this. You can see you are
using this now. It kind of completely
covers that red. So if you go in and then, let's include this all
the way up again. So there isn't so much
difference in here actually. Except we can break things up. So more we can do we
can add a black marks. Let's rename this
two Bse dark tone. All right. This is going to
be a base dark tone for this. Let's go back in here. This is going to be more or less the main reference
to paint with. Let's see. Something, so we're actually going to lighten things up we need to lighten
things up though. But for now, this
should be fine. Okay. So I'm going to right click on this,
add a black mark. On that black mark, I'm
going to add a few layer. And on that few
layer, I'm going to add use a texture map in
here, kind of marks this. So let's use the cloud. Let's use the cloud in here. So let's find a
good cloud in here. You know, I supposed to be like some cloud texture
in here s clouds. So there are a few ones in here. Let's let's start
with this. Okay. Then I'll see you on the
keyboard to go to the max. Let's find the marks for that. So this is the mark for this. Let's tile this some more. Make sure we're using
this on tripar mapping. Let's tile this some more. Now it looks looking to more or less like some non
seamless dalb map in here. So we go make sure
that we're not seeing any repetition
in there too much. We don't want too much
repetition in there. Open up the noise perimeters, adjust this a bit more. It A on the keyboard.
Let's see what we have. Okay. Maybe tune down the tilling to get this spread
out a bit more. I'll come in a let's add a blow to this on
filter. On this filter. Let's use the blow filter in
produce a little bit more, I'm going to duplicate this for this lower for
this one underneath this, I think I would let's start
by turning off the blow. Let's randomize this. Let's see where it gets. Just basically to kind of
fill this up some more. Let's take down the cloud. Like, so should be fine. Okay? Then this at the top, I'm going to lighten
this a bit more. You should be fine. Okay. I'm getting
something in here though. So I'm going to take
this down some more or maybe probably
duplicate this instead. And I'm going to play or move the marks in
here, move the marks. Let's do a slightly
differentiate in here. Slightly differentiating
here, something like so. I'm going to take down
the visibility of that. Somewhere around
there. So this is just going to help us
breakup itself a bit more. So if you see on the keyboard, let's see base color, you can see how this is kind
of broken up some more. You can see some patches
of breakup in there, which is precisely what we need. Some redness also
in a few places. I'm going to select this my
basene and then take that. Let's see what we
get. Okay. Take it down, stick this down slightly. Alright, so we can continue on. Now, based on the
main reference, we have, we're not going
to go overboard in here. Just enough kind of creates this texture or skin tone texture in here
will be just fine. Okay. So now that we
have this in here, I think I would need to
duplicate this again, then get one just below
this red tone in here. Most likely, darken
this even more. Like so. Yeah, so it
should be fine. Okay? Then we're still going
to go in and then start breaking breaking this up by using some butting some paints in the more
like some unpaint india. So far, this should
be working just fine. You can see some breakups
in there. She's fine. Okay. Let's compare this to
our main reference again. Yeah, I think the
skin tone is kind of more or less close to
what we need it to be. So we just need some
breakup here and there. Okay, so I think
we need to do some better naming in here. M. Let's use base dark tone
or maybe darker instead. Let's use darker instead. Okay? Let's rename this to base. Okay, base dark. Don't want
the first not to darker, then this should be Let's see. Can we name this s? I'm not good with
naming, though, so don't mind me if I bread or use weird naming conventions in
here, but it should be fine. So based like dark. Baz dark No. Let's use light instead. Okay. Then I'm going to
create or duplicate this. I'm going to name this to
light brown tone instead. So let's rename this. So move this base. Light brown. All
right. Light brown. Then I think we can remove this base base base
we have in here. And put brown in front. All right. Name this so. Okay. Brown tone. All right, just
to keep things organized. That's some kind of naming
things in here just to keep things a
bit more organized. Okay. Yeah, what Mina like
to do also in here would be. I think I should have
done this first was to change our light scene to Tomaco studio instead
Tomaco studio has a better neutral
light setup for this. So, of I need a more
neutral light setup. The previoust we had more
orangish orangish tint to it, which is not precisely
what I want. So in that case, that means we need to kind of darken some of this a bit more. Let me turn this off for now. I think this based tone, I think I would let's
start with this first. Let's darken it some more. Okay? Select this, darken
this a little bit more. Let's see if you go
all the way black. Let's see if there's any
major difference, okay? There are some
differences there. Okay. Let's do this also too. Let's darken this
a little bit more. It's just way too
dark. I'm creating some weird shape in here also. Let's check this. Let's see what all of this does in here. Let's say we darken this,
let's see what we get. Okay. Maybe too dark. View is way too dark. I think somewhere
around the nature of around where to
before should be fine. Alright. Move our light around. Let's see. Okay. I'm seeing some seeing some
weird issue for the leap. And this has to do with
the normal mapping here, so this issue is
from the normal map. So we can easily fix that. So we can just go to
normal map a bit for this. Go to normal map. Let's drag this into Photoshop. Come on now. Okay, so let's drag this
in here to photoshop. Its a new documents
in here. Play this. Let's zoom into the leap. Let's find the leap in here. So this is where I
wish is coming from. So we can use the clone stamp in here and then just fix that. Okay. Out, grab these parts and
just use it to clean this up. Grab the parts. Easy
to clean this up, grab this part again,
clean this up. Just tap in there to clean that. Grab this. Let's clean this up. All right, so I'm going
to go trough shift to save this Save this. Let's name these 22. Save this. Okay. Then I'll go back
to Stan spin and then import that back in. So it's almost done saving. It's almost done
saving save now. Let's drag this in here. Did I think I'm in
the wrong place? Let's go over here. Well, let me make sure I'm using the correct matte Dg no matter.
That's the correct one. Okay. So I'm going to
go over and then bring this back to substance painter, drag and drop this in here. Let's use textures,
imports. Okay. Let's go over to normal map, remove this normal map, then drag a new
normal map in there. Okay. Yeah, much better. This This will work
just fine now. So not so much
happening in there. But I think there's a darkness
in there that we need to remove probably coming from the ambient elusion
I believe, yes. So you need to kind of
make a new ambient clusion for just the head alone. So select the head, turn off everything else apart from the
ambient seclusion. Okay. Well, let's bake
coverture map also, too. I think we need new
covature map for this, Covture map to be generated
from the normal map. Alright, so yes,
this should be fine. Then we can run this
again, Bk selected. I shouldn't take
time. I'll baking for probably about two in here. For two, that's done. So we turn back
to painting mode. Yeah, this should be fine now. Okay? Yes, we can
definitely work with this. So we're going to set
this kind of leave this as our base
texture in here. These are our base textures. In the next lesson,
we're going to work on, let me rename all
of this down here. Put all of this in a group, and I'm going to rename this to Bizetne Bie dark dark skin. Tone. Alright, I can always save this as a smart max, also, too. So let me let me just
put as in front. Let me show you get how to
say what smart material. So you can always reuse
this later on for project just to get a
base to start with, so I'm going to write lik
in here and I'm going to use save or rather create
smart material in here. So I've done that now,
you can see this in here. So I'm doing this because
all of what we did in here just using
procedural textures, kind of creates a base texture for the character before
we start adding layers of painted painted textures
or coloring in here. It's kind of break up the uniformity of
this a bit more so. That's that, so
I'll see you guys in next lesson by for now.
4. 03 Semi Realistic Dark Girl Top Skin In Substance Painter: Hello, welcome back guys. So I'm going to continue
from where we left off. In the previous lesson,
we kind of worked on creating this B's skin tone. So in this story, I'm
going to start working on creating some
additional tone to this. And also keeping in
mind, I'm not going to go too extreme in
here because it's more or less like
it's moreles like a semi realistic kind
of character in here, not entirely
realistic, but some of the major structures of the face are not
actually in there. It's going to give
you that distance realistic look to it. So let's show an example. I go to compare this to
another female face, more realistic
female face in here, these are some expression
in the less use more neutral outputs you can seem most especially on the eye, you can see, there's not so much of the realistic
detail in in on this. So it's more or less in between stylized and then
semi realistic. So that's a general idea
for this character in here. So moving on so that being said, so I'm not going to
spend so much time making the skin
texture look more or less like a very
realistic skin texture in your I want to make it look
a bit superficial kind of. I want to make the skin
look a bit superficial, although imperfections there, but still superficial
to some extent. So let's jump right into it.
I'm going to select this. I need to change
the color for this. It's a more light skin
toon so I can pick more brighter skin tone around the top part of your
face somewhere around here. Okay. Maybe that's way too much. Let's speak somewhere
around here instead. Like, so I'm going to add
a black marks in there. I'm going to go over to my brushes in here,
so brushes, clades. So I want to use mats or
rather desk brush instead. I need to use the dead brush. Let's use the dead brush one. Dead brush one is always a
good one to use in here. I'm going to take
down the floor, take down the stroke opacity, and now it's on the keyboard
to go into my base color. Then I'll start
painting this across. Let's take down the
visibility on the floor, clear this out
again. Or maybe not. Let's put this back. Flow should be down though, this
should be fine. It should be fine. So I just need to kind of brighten
up some part of the fast. But let's use this as
our guide instead. So we know which area of the
fast need to brighten up, so you can see a good
portion region around here, giving us a clear idea which part we should
kind of brighten out nose around this part also. So all this part like
so should be fine. Okay, I am on the keyboard. Let's see what we have in here. Yeah, you're obviously too
bright, but that's fine. I'm going to ing this a bit. Let me come in here and more
or let's change the colours. Let's duplicate
this as a backup. Let's pick the colour from this instead. Yes,
this is a better one. It's actually a
better colo to use. Not a better colote to use. Kind of blends a bit more properly with the entire skin instead, sort of the older one. So moving on, so we can see some part on the lower
less easy on the keyboard, increase the bro
size a bit more. As a part on the lower part of the chest knees be brightened up with this
symtne. So let's add. Let's add that also in
the scale this out. Let's take down the
stroke paste for this. For this part needs to be a bit lighter lighten
this part out. Do the same also around
here all the way to the neck around there,
around here also. Okay, I'll use the bro sides. Let's do some breakups also in here some slight breakup
around these parts. Okay. Let's hit M on the keyboard.
Let's see what we have. Awesome. So this is
working just fine. Just that kind of I'm
coming a bit close. So I need a few more need a few more breakup
around this nose. Saving up, let's
give you a moment. Okay. So I would like to brighten this part up
also a bit more lightly. Okay. Let's reduce the
opacity a bit more and lighten this underpre
just a little bit more. Seems around here.
Around there also, just to get some more even
out tone around there also. I'm doing this with
asymmetry ton down, so just to get more unique get some more unique feeling
around there a bit more. So let me increase
this opacity now and pints across Okay. It's aim on the keyboard,
let's see what we have. Okay. I feel more like
parties around this. So we need to work a little
bit more in the or rather. We need to blow
this out so much, so it blends more tightly
across the surface. So let's go back to this. I think this should
work. It should work. So we can go in and then add let's delete this now.
Don't need this anymore. So let's delete this copy we have in the Okay
then for the max, let the max and then
let's add a filter. For this filter,
I'm going to use a blow filter because you
need to blow this out. Let's see on the keyboard. Let's see what we
are blowing out. Make this quite soft
because it looks quite soft on the surface in
the on the keyboard. So we've kind of
soft in this out. Maybe went overboard. Let's take this down
a little bit more. I think somewhere around
there should be fine. And I can see some redness
across the face on the nose, it's a bit of redness in there. So you can also introduce that
introduce that redness in. That should be like the ice
nand the cake for this. This is by no means perfect, but based on this semi
realistic look we're going for. So this should work just fine. This will work just
fine. All right? So moving on, let's see, she still has some measure of makeup around the face also, so that we're adding a bit. Okay. So, one thing I need to add the darkness
around the eye. Todd some darker
shed around the eye. I'm going to duplicate
this at the black marks. I'm going to darken
the shed a bit. Maybe we won't pick most likely pick the
color from the eye. Okay? At the black marks. Let me name this to dark darken. Calves. Let's use
darker dark high. So in here, I think I can
use symmetry in here now. Let's use symmetry in here for this to get this a
bit more accurately, let's reduce the bro size. Use the brow size, get in there. It's on the keyboard. Let's dark in this these needs to be a bit
darker around here. It's on the keyboard, dark in this more around here. Zoom out some more. Yes,
this should be fine. So obviously, we
also need to kind of think I should
brush this off here. Okay. You need to kind of
add a filter also in here, so blow filter in there. Let's spread this out
a bit more. Okay. Let's see. I think we
went a little overboard so let's turn off this blow and let's clean
things up a bit more. I'm gonna use x on the keyboard
to kind of clean this up, clean up some more Okay. Now, let's blow. Yeah,
it should be fine. It should be fine in so she a more darker top
part is a bit darker, actually, so we can
turn of the blow, use a smaller blow
size actually, and not so more dark do that. Eat eggs on the keyboard. Let's add some
more darker shade. On these parts, this
needs to be a bit darker. Okay. You see you can do that. Just on the lining of
lining of it needs to be a bit darker,
increase the opacity. The lining needs to be darker, so a darker lining
around us even working, it's working the darker
lining in your Okay. Darker lining. I'm doing
this with cemetary tons, that is fine. Let's zoom out. Let's see what we
get. Okay. Okay. I think it should
be fine as a base. So I'm going to create
another one, also. Let's blow this out. No, no, that's way too much. Blow is way too much. Let's go in, take
this down some more. Okay. I'm going to
duplicate this for this, I'm going to add a black mark, and I'm going to
darken this even more. Let's drag this down. We can also use theS code in
here if you want to. Let's darken this
down. So more go into the This is going to be
like our eyeliner, I guess. I'm not into makeup obviously, this is going to be
like our eyeliner. So I think I need to increase this increase the
flow a bit more. So this is going to be a liner. So let's get this darker. Okay. Let's do the
same for the top. Block size a little bit more. Okay. Okay this darker
is called mask car. I have absolutely no idea. I'm into makeup, obviously. It shows right. I'm
not into makeup. But I believe I'm doing the
writes in indie so Okay. You should give it a bit
more smoky high to it. So I'm going to blow this out a little bit more to
make it feel soft. This is darker eyeliner. Okay. Darker
eyeliner. All right. Yeah, it should be
more less like it. I'm going to add a black
or add a filter to it. Blood filter. Yeah, this should be more less more less like it
should be just fine. So I think I'd like to add some metallic property
to it just to make it feel more like a little
bit metal in there. Something like so
should be fine. Just a little bit of
metallic property to this. Okay. Let's see, this
should work fine. The most interesting thing
about this is actually I. This is like the most
interesting feature around this, but all of this kind of works together to make it
look a bit more unique. Okay. So before we add this could I just
add this in here? See this kind sea
varishblush around here. So let's create that
around the eye. So I'm going to duplicate
this at the black marks. So for this, I'm
going to be using a different type
of brush in here. This dot brush would
be a better one. So I'm going to
double click on that. It's small gonna add like a
spray turn to it, like so. Is this spray turn also to what's it going to use
for this ss around this? Maybe she even use that now
actually cause seems like a right brush and the right
collaton to also use for the frackle dark fracles
around our face. So let's turn off
symmetry for now, let's do this asymmetrically. So I'm just going to spray. Let's get in a bit closer. Let's see. Let's take down
our take down the bro size. But this seond these are
the smallest let's see, come back in here, take
down the bro size. Let's paint around there. Okay, that's fine. But
to increase the spacing. Increase the space
in a bit more. So it paints more
like this across. Let's see the sizing for this. Can use a bigger
brlow size for this. Let's undo that. Let's increase
our brow size a bit more. Okay, increase the
brow size a little bit more. All right. Okay, reduce the brow size now. Increase the brow size, do a bit more around here. Okay. Okay, increase
the brow size. Let's work on the other side. I think the spacing is bit too much let's reuse the spacing. Let's see what we get a few more around the
nose around here. All right, go to the other side. Reuse the brow size some more. Use the brow size. All right. Yeah, this seems fine. Except we need to use
a more brown now, push it towards a more
brown now skin tone. So let's get this towards a more darker darker
brown skin tone. Yeah, something around
here should be fine. Okay? Alright, guess I should do
a few more around here. Oh, that's way too much. Well, maybe a smaller
bro size instead. Let's get smaller ones in
there. Okay, that's fine. So let's name these two fracs, or fracs keep pronouncing
this wrongly, I guess. So fracs, that should be fine. Then let's duplicate this layer. So this is going to
be a silver mascara. Yeah, come after me. I'm
sure I'm getting this wrong. So anyway, let's add
the black marks that. So this mug is supposed to
be more like a si vars tone, so let's put it towards the
whites. Towards the whites. Get some more metallic
property to it. Maybe that's way too metallic. But let's go and change our
brush size to that brush one. Let's come in close. Let's blush. Whoa. That's a bit too extreme. Let's take down the flow, take down the stroke capacity. I think we need to do
this symmetry turned on. Let's do this with
symmetry turned on. Duce bro size a bit more. So something like so. Okay. Then I'm going to obvious, isn't it blood is out. Blood is out a bit more. Let's get close. Let's
see what we have. Okay, no, no, no, no,
no. At the black marks. I'm supposed to still use
the same dot brush in there and kind of spray. Feels more like a
spray in there. I think my frocks
are way too big. So let's go quite small. Yeah, perfect, perfect, so Okay. I think that's way too
broad. I think we moved. Way too broad for that. Okay. Do that. Top part we added. Yeah, I think this
should be fine. I think I can add a little
bit of blood to this. Let's see what a
little bit of blood does to that, completely
blows it out. Take this down, and I'm going to take down the opacity
down a bit more. I shouldn't be too obvious
in there. Just enough. Just enough so should be fine. Take down this row
opacity even more, take down the flow, and then just add a few more
around these parts. I kind of fiels out sort
of more or less like so. Okay, maybe take this down some more should just be
roughly around there. Okay? Yeah, that should be fine. So now let's add
some more red tone, some more reddish tones. I'm going to duplicate
this light brown tone, duplicate that at a black marks. Let's see if we can
pick out that red tone. Let's see if we can
capture that red tone in the more or less like so put this towards
the red bit more. Okay, then use the t brush. Let's see where we can paint this in this
redness like so. Some reds with symmetry turn on. So more redness.
No tour this off. Let's turn off symmetry for
this actually for the nose. And I'm going to add some
more redness around the nose. This we're going
to see blend down. But let's just add
this in there. At the lights. Okay. Add a bit more around
here around here also. So what we need to do now
will be to blend this down. Blow and blend this down. Maybe we start by taking this redness down a
bit more like so. Then add a filter in the blow. Okay. Then take this down. Just slightly there,
so it should be fine. Something that in there
should be just fine. Okay. You can see I can see
this silver ridge line in Ida top of this. So let's take this down, take this flow down.
Turn on symmetry. We're going to I think
my brow size is way too so it's kind of on
top of this around here. Do that still
smaller brush size, so you can get a bit
more precision in theres a lot sharper in there. All right, so this
should be fine. Get in closed. Let's see. I think this goes across. This goes across
all the way here. Okay. That should be fine. Kind of blocking since in the
way it should be. Bring this out, take
down the opacity. Use our broad size a bit more. Use your opacity a bit more. Let's get this use my broadside. Let's get this
faded around there. Okay? Yes, that should be fine. This should work just
fine. All right. I think we should be
a good place already. So next we need to do will be to kind of create for the lips. Let's save this first, and let's create
something for the lip. Okay. Let's finalize by
creating textures for the lip. Already have a dark
more darker shade in a more brighter tone out
reference in here, actually. So I think we can pick you
can pick this from in here. Let's pick this
color tone instead. So for the leap,
let's go all the way. I'm going to duplicate this and I'm going to name this leap. Okay. Then I'm going to
use let's pick this tone in let's use the more
dark dark spots instead. I'm going to add a black max. Okay. Then let's
go in to the lip, increase the brow size. So symmetry turned on. This needs to take down the metallic to make
this a bit reflective. So, increase the opacity, increase the flow,
reduce the brlose size. Oh, I think I'm making
this rough insta let's get this to the
opposite side, like so. Okay, let's continue
continue painting things on. Reduce the bros
size significantly, a bit more so we can capture the edge of the lip, a bit more. Try to capture the
edge of the lip. Okay. I think this
should be fine. All right, increase
the bros size, and then let's
fill that part up. Okay, I think it needs
to be a bit cleaner. Let's. Let's go down
take down the bro size. Let's create something a bit tighter at the edge of the lip. Okay? All right. Okay. I think maybe more rounder
brush size for that. Let's use the default
brush instead. Let's use the default. So defaults are hard. But I'm going to soften this. Let's soften this take down
the hardness, take this down. Let's reduce the brush size. Okay. Yeah, this creates some more. Is create this with
more precision to it. Okay. I it's X on the keyboard. I think I need to clean
the part out some more. Okay. Reduce the bro size, it's X pints in. Okay. I think that is actually way too
sharp. A way too sharp. But I think we can blow
that out later though. Le's blow that out later. Let's just do some painting for the top part
of the lips also. Okay. I think this
should be fine. All right. A bit more capture
a bit more around the air. Okay. Let's add a
filter to this. Let's add some blow filter. Let's just blow out the
edge some more so you get some soft edge to this. Maybe that's way too soft. Take this down. I think something more or less of
this nature should be fine. Okay. I see some kind of
breakup in there also, too. So let's go back to the
silver fractus in here. We can break that up by
using the dirt brush. Or a dot brush.
Let the dot brush. Yes. Let me duplicate
this instead, actually. Let me duplicate this instead. Let's use silver leap. Silver leap. So I'm sure I'm not making of spooling since
gues tins go south. I always have it back. Always
have things cleaned up. Clean this up a bit more easily. So let's drag this up. Okay, reduce the bro size. So I'm basically going to
splatter this across this. I think we can actually let's use increase this some more. I think we can use this instead. Let's add this like an
ankle point to this. Add ankle points, ankle points, ankle points at ankle points
come in add a few layer. Then I'm going to use
this ankle points. Then I want to use this
extract Alpha, no, no, no. Keep Alpha instead.
And I'll go in, I'm going to add
another new few layer. Then I'm going to do a multiply. Then for this, I'm going
to use spots in here. Let's use spots. Crystal randomness. Come on. Show us some preview. Let's
see what we have in there. Now, D little of this
actually typing spots. Should show something
a bit more precise now. Okay, that's a good one. Let's see if we can
find something. This is a good one. I'm going
to increase the tiling. Let's trap na mapping,
increase the tiling. A bit more increase the contrast with a more
sharper contrast to it. Okay. Something more of
this nature should be fine. Let's add a bit more
metallic property to it. Add a bit more metallic
property to that. Let's go in balance. Let's dig down the balance. W this speckled
across the surface, but not too obvious in there. Okay? Tile this even more. Okay. Let's take this down. Come on. Wrong one. Okay. You can take down
the entire outing down a little bit small. Okay. Maybe we won't go in and do
some and painting instead. Do that at a paint paint
paint. At a paint layer. We can now manually add some more in the
ton off symmetry. Let's do a little bit more on the front that's
way too much. Wed the broad size some more. Let's bring this out,
take down the flow, take down the stroke opacity. Okay. We have something that
we do increase the spacing. Spaces with too much. Usually browse size. I'm not sure I see anything
happening in there though. Let's turn these two off so you can actually see what you're
actually painting in. Electronic keyboard. Let's remove some of this. Think I went way too much. Bring everything back out. Okay. I feel like this lip is a bit should
be a bit reddish. This lip glow should
be more reddish. Yeah, something
around this nature, like so, maybe not as
glossy as it is right now. Okay. Yeah, I think
this should be it. Yeah, this is roughly
where we want it to be. Let's go back to the redness. Skin redness, redness. Oh. The dye will name this. Okay, let me name this
to red skin tone. Okay. In there now, let's go to the dirt brush. Go to the death brush for this. Then I'm going to
add some Come on. Add some redness
on top of the nose around the E on the keyboard, add some more redness
around the ear. Okay. Its eggs clean that
up a little bit more. Yes, this should be fine. Okay. Maybe add some more redness. Let's take down this row
capacity, take down the floor, add some more redness around here. Same for the other side. Okay. This should
be fine. All right. Save this, so I'm going to
continue on the next lesson. I'll see you guys in the
next lesson. Bye for now.
5. 04 Semi Realistic Eye Texturing In Substance Painter: Okay, welcome, bad guys. So I right on from where we left off
in the previous lesson, kind of worked a
lot on the face, creating on fracles, lip detail, eye makeup, painting in
there and then, yeah. So let's carry on. The one, I like to do this
kind of figure out or I create some
clothes kind of make the skin kind of work on the skin a
bit reflectivity of the skin precisely. So the lip all of this
should be on top. So fracosFm so I'm going to create a new
fill layer in here. So this is just going
to be skin roughness. Let's use your caps for
this skin roughness. Okay. So yes, moving on. Oh, I can see the detail for the live doesn't feel
all the way to the back. Le feel this all the way
to the back. Select this. Let me crease this all
the way up actually. This also feel this all
the way to the back. Get this back part filled up. Okay. You need to do the same for the perp will be just
fine the way it is. All right, so skin roughness, let's turn off hollow,
metal, normal height. We only need the roughness for this. I'm going to
add black mark. I want the roughness to be
driven by my curvature map. So let's do generator. Generator, let's use au
virtual generator in there. It's see on the keyboard. See again, see again, roughness. Let's see what we get in here. Let's open up the curvature. That's okay. Let's go in and then
not the curvature mode. Let's see cavity instead. Cavity for this. I think it's supposed to be like there covature there's
actually a Cvturetding here, so we can either use this or let me invert this
or use something else. Let's use this p. Let's
add levels levels. Add levels adjustment to this. Let's see if we can crank this down kind of
get those detail. Now, we're not seeing
anything in here. Collab these IDs,
add a few layer. Add a few to this. I'm going to use the texture
instead for this. Let's type in the curve virtual. Let's delete the spots. So we need to cover of
for the head instead. So map. As for the seats. As for the head this is
for the head itself. Let's select this.
This is what I need. What I need. So I'm going to add a few
layers, yes layers to this. Then we can tweak
this a bit more. Can get this tighter, so it's on the keyboard
let's see what we get. I'm going to go back in and
then try roughing this up. You'll be getting
something like so. I'm trying to march this
closely, a bit more. Trying to march this a bit
more a bit too extreme. Since somewhere around
here should be just fine. Yeah, it should be fine. This we can work with, so I'm going to leave that as it is. Let's go to the hair. I just use the normal
black material for this. But this is just
like a place odor. Just a place odor just
to get the feel of this. Okay. And now let's jump
right into the high. The high already have materials
that we can use in here, so I shouldn't be a major issue. Let's go into the
iris. Let this. Add a few layer, then I'm going to bring in
the textos in there. So let's close this
let's go to the filter. Let's say this to textures. Let's type in iris in there. Alright, so this is the
base color for the iris. Getting a bit close. Yeah, we need to mix do some and just main in
there, no doubt. Then the normal map, you need to make the
normal map. I'm not sure. Let's just drag this
in let's see if we can just make the normal
map a bit more intense. Roughness, drag in roughness. So on it is certain though, we need to make
this eye bit brown. So you can actually
pick the color in here and then paint that in. So let's create a
new fill layer. Let's pick the color first. Se more bright, tone for this. Let me capture this. I think it's somewhere around
somewhere around there, so it should be fine.
At the black marks. Okay, I'm going to just paint
that across and do that. Take this down, take this down. Just going to lighten basically lightening
that up a bit more. So going to pin this around, so Okay. Let's zoom out. Let's
see what we have. I'm going to duplicate this. I'm going to add
the black marks. And I'm going to increase
the brightness for this more close that. Go back to the marks, paint some more sharper
ones across this. Okay. Alright. Oh. Oh. Is this working symmetrically? Yes, it is awesome. So this
is working symmetrically. Since they're sharing the
same sharing the same UV, so it should be fine. Okay. All right. I think this we can work
with. Yeah, that's fine. So now let's go over to for the minusculs we need to use need to kind of change the shade
out for this actually, so not Alpha testing
Alpha blending instead. So select this alpha PBL
metal of alpha blending. So you can use some kind
of glass material for this to go back to texture
sets at a new channel. Opacity channel. Let's add that. Okay. Delete this
add a new few layer. Make this transparent, increase. Make this a bit more reflective. Now, the kicker for this to make this more
realistic is to use the metallic increase the metallics. It's going to feel more
like a tear.in there. So this will feel a lot
better. As a bit more. Like, so maybe take this down some more
increase all the way up. That should work. Then I'm going to go
over to the outer eye. For the outer eye,
we already have materials in there
that should work also, too, but we need to add
the Alpha channel also. Opasty channel, so let's
add past channel in the create a new fill layer. Let's type out eye. Of the eyes the texture. So base color goes in here. Then we have the normal
should go in normal, roughness, roughness, Roughness should go
to the roughness. The unlike opacity, you
want to bring in this max. Opacity, dragon
drop is in there. Okay. Now, I see some issues
in here that we need to fix. So issues in here
that we need to fix. W to be extending the eye, making the eye slightly
bigger than it is right now. It's completely fine. Issues like this usually occur, so it just to go back and then bring this kind of scale this out and
then bring this back in. That's pretty much
what I'm going to do. So let's save this
let's go back to Maya. Let's go back to Maya
in there and then do a quick fix for this
because here is more bigger eye
restore, which is fine. So let's go over Maya. So this is the one. Get this up. Okay. So we're extending
two things out. Let's go to the iris. Wire frame and shaded. So we need to kind of scale this out individually, actually. Let's start by scaling
this out this way. Now let's use the
phase mode instead. Use the phase mode, let's go into were on the
attribute dittle. I'm just going to scale, this
is a bit more precision. So I know when I
scale for one side, it's affecting the
other side also too. No properties in there. So we just have to separate
them out to separate Okay. Go in select the first one. So to make things
actually easy for us. Make this is actually
easy for us. I'm going to select this.
I'll hide this for now. At this I'm going to
bring in the texture. I'm going to bring in
the texture for this. Let's open this up. Let's apply a new
material to that. Let's use a new blink material. Let's name this to eye test. This is the pass kind of gets kind of test and then import this
back to sbt and spinter. So eye test also. So for the color increases, let's bring in a
file node in there. So let me go and find this
for my texture in here. Come on. Okay, open this
up, open this up. Let's use this instead
Iris base color, copy the five parts. Let's use the five parts
in a risk based color. Open that up. Let's turn
on texture in a Okay. Now, it's not dark enough to at least see
what's happening in the bot. That's fine. I think we
can select this now. I need to see the
transformations for this. Okay, you already separated out, so we can select this center pv. So you should be able to see the scale values
rising for this. I need to scale this
out a bit more. Let's look at our reference
in a bit more then push this. So we are scaling this at
1.3. Push this back in. Maybe I scale this way to more
scale this down some more. Okay? Okay, clear this out. Let's see what we get. Maybe scale this down some more a little bit more like so. Select that. The scale values, let's copy the scale value and paste the scale
value on the other side. Tab, paste tab
pastes Oh, do that. Undo that. Let's center
pivot on that first. It's very important.
Center pivot on that. Now we can paste that in
the past a paste, Enter. I think I put this back in. So let's copy this also copy. On the Z axis paste
that value in the Okay. I think this should
be a good one. So let's turn on the outer eye. Let's make sure there's
no interference in the getting close. Yeah, that should be fine. So you need to export
everything back to everything back again. So I'll select these two. Let's eye this again for now, select these two actually let's give it existing
material Iris. Yes. Save this, bring
back the outer eye, select all of this again, save this let's spot
this out as a new FBX. I I'm going to put in front. Let's put in front. A spot selection. Okay.
Yeah that's fine. Oh yes, let's go back
to Subtan Spencer. And then we're going to go to edit configuration, select this. Let's select the Let me see. No, this is direct
wrong directory. Pace this in here. Okay. Let's click okay now. So kind go through
and repute all this. She go through and recompute. Okay? I think we still still need to make a few more
corrections to this. So this should be
down a bit more. Should down a bit more. Let's
at least start. Let's see. There will need
to be some moving of things around also in here just to get this to work a bit more
accurately as we need it too. So I'm just checking Okay. Yeah, this definitely needs to be a bit bigger than
it is right now. Let's go back in there to make some correctis after
I get the idea already. Let's set this right
as they should be. Scale out a bit more. I'm going to copy all of this. Paste it in here too. Turn on the outer eye. Let's see what we have
here is actually up. This again. Select these two, push them down some more. I'm guessing, let me put them on the same
combine them rather. Y Let's use our caps for this. Okay. Bring back the outer eye. The out I think I'm going
to move them down also. Move them down
slightly a bit more. So I'll save this, select all of this
again, export them out. Replace that with the two. Let's use three instead. Let's use three instead. Back to sobtan Spencer. Let's import this back in again. Okay. D3d girl. Come on. Let's do
click on that's equal. La div Ah. Okay, okay. Yeah. The only thing
you need to do now, I know what to do now. What we need to do now would be let's go to the outer
eye, outer eye. I'm going to clear out this
clear that out for now. Let me bring that
back in actually. Let's go to Let's see
if we can manipulate that as this if knows always
going to do something else. No, I think we have to. We just have to manipulate
that, I believe. Let me move this
from here first. Let's create a new feel layer, turn everything off apart from the apart from this opacity, then drag this
marks in the yeah. Okay. You can work with
this issue in here that, it's just a major issue in here. We try to scale this out. I'm going to be having
this continuation around there, which
is not what we want. So I'm going to remove that. I'm going to add a black mark. I'm going to add a few layer. Then I'm going to
go over to Alphas. You just need this
circle alpha, actually, for this circle should
work just fine. So circle, drag and
drop this in here. Then let's turn
something into off. Repeat to be unknown. Scale I can't even see what
I'm going to scale down actually, like the circle. Can't see nothing in there. Let's come in here darken this. So now we can see
this hold down shift. On do that, go back
and select the circle. Hold shift. Okay. Let's create a bit more space
in here so we can actually see this actively in here. Okay. Way too big obviously. So down she scale
this down some more. You just need to get the
perfect scale for this. Okay. Getting
something in here now. Okay. You should sit
roughly around here. Just trying to get
this out a good. I think this is way too big. Let's scale this down some more. Get this where it should be. Takes a bit of moving things around just to get
it where we need it to be, so I'm going to duplicate this
at at mirror this anyways. Let's just do duplicate instead, duplicate effects,
drag this down. So now we just need
to march this a bit more accurately on the
other side of the eye, getting a bit close. Okay. You should be up some
more so should be fine. Okay. Maybe up. So more move the first one
up a little bit more also. Okay. Here, pretty much
pretty much there. So I think we can go in. Let's test some things out. Let's drop some
shadows in there. Let's drop some shadows in
there. Let's see where we get. All right. This we can
work with in here. Okay, so I think back in here, I think I can turn on
the metallic for this. It's also metallic property
for this, I guess. Okay. This is completely cut out. Let's add something like so. Add some roughness to this also. Let's turn on roughness
for this way too rough. Just to get that reflectivity
on the around there. If move our light like so, you should be getting
something like so. I think this is right
place. Let's save this. Save this up and then let's go out of P set
this back to three D. Okay. All right. We are getting something interesting in here
that we can work with move this out a bit
more, save this out. So we can finalize
this by creating some silk material
for this bowl. The teats. Let's do this in
next lesson instead. So let's call this
done for the eye. I'll see you guys in next
lesson. Bye for now.
6. 05 Teeth Gum Texturing In Substance Painter: Okay, welcome back guys. So kind of kind of
rounding up on this. So let's go over to
the teats teats mats. Let's go over that. I think I like to solo
this out also too, so we can see this
a separate piece. I see the numers. Numers
actually flipped for this. We are flip numers for this. Let's go back to let's go back into Maya
and then fix that. Flip normal for the teats. Let's go in Oh. Oh, I think it's actually fine. I think I still have my shadows
in the lesson of shadows. I think this is from the Bk. I believe it is from the
ambient seclusion, I believe. Okay. I guess not. Guess not, so we need to flip. This will need to flip. Ah, let's give this a
default material first. Let's see, Blink I actually
looks good here actually. I don't know why. It actually
looks good here actually, so not entirely
sure why it flipped inside of let's move this, okay? Okay, thickness. Well, it's not going
to matter that mode, though, because it's
actually inside. So we're not gonna
be seeing this. This file is not for
animation, actually. Well, let's go. I think
I have I believe I have a smart max for Ttther
for gum to gum. Yeah, Tet gum. I have a
smart material for that. Let's drop that
in. Nothing seems to be applied. Okay. Um, we have to mesh in
here. Let's select this. Apply this on here. Come on. Let's use the objects instead. Not that one. Let's delete that. Think I have another fool that they're not
supposed to have. I believe this
should be the one. Yeah, this is the one, so we need to turn some things off. Turn this off. Off. Okay.
This is way too bright. Let's take this down. Let's make this a bit darker. Darken this out a
little bit more. Okay. We can delete these two. I think I also need to
save a new maybe we delete this delete delete.
Let's save a new one. Because what we have in there
is not it so delete this. I think this is
basically all we need. Let's drag this out you have an arch Let's drag
this out of the group. Put this on top. Let's save
a new one out of this. Delete this. So I'm
going to save a new one. Let's rename this to KC, Ted gum or caps. Carbs for this. Alright.
This should be fine. Let's go in add a
new fill layer. You only need
roughness for this. So you just need some
roughness for this. I think this should
work just fine. I work just fine.
Okay. Now, let's do. I think I have one for
the teeth also India, but let's save this
smart material. Very smart material India now. And I believe I
have one for teats. We have one for teats in here. Preacher seats. Yes, I have one in here. Though this is supposed to be clean because character we're
working on is king at it, so let me just show
you guys actually. This is going to be more or
less liketh or something. So yeah, seems to work better
for creature suits in here. Though we need to kind of change something to trpenamping, though, so I'm not
going to be using this. But I have that in here
because I believe I created this I believe
I created this yes. So yes, let's just use
Let's get this down, get some light brown
seats in here. Here somewhere around
there, it should be fine. Let's make this more shiny, more shiny set of teats. It should be fine for what
we need it for. Save this. So this is how we can
create **** and goma, so let me I'll see you
guys in next lesson. So where we're going
to work on the bow on the neck bow and give
you some sik material. Give some sk material, right? I'll see you guys in the
next lesson by for now.
7. 06 Silk fabric Texturing In Substance Painter: Okay. Welcome back, guys. So let's go over to the I think the final
piece of this show. Final piece of this. I think it's actually too white. Let's get this two brown. Somewhere around
there should be fine. Alright, so let's go and then finalize with
this bow in here, so uh we have let's close. Let's control, select this, delete this layer in here. Go smart materials instead. Let's type in silk. We do not have any SEC
material in there. Let's go, smart material. Let's see, silk. We do not have SEC
material also in here, so I think we have
to create oneself. That's fine. Let's first
look at our reference in here let's see the
fabric in here. Oh, just like a normal almost like a regular fabric
in here though. Let's go back to materials
in here, type in fabric. Let's look for the one
that kind of matches a bit more accurately
with the fabric pattern. Let's kind of zoom in. Zoom in, so we can actually get a better idea using kind of checking this out to
see which one is closest. I. Wo, definitely not. Then the closest one
fabricating here, let's see what we have in here. Yeah, no, definitely not. The closest is this,
Let'agon rob this in here, you need to make
modifications to this. Let's start by creating a
more tight out in there. This is the value
of seven instead. It's more title. More tight tie.
Let's go and then set this to four k resolution. So you can see this is a
higher resolution and see this better quality better in
the yeah, that's fine. Now let's go in and change
the color in there. So we have the ware
few ones in here, we have the dark
blue demi biicoldmi Also need to take
down the intensity, open the attribute again. Channel rather pimePerimeter, perimeters in there,
go to channel. I need to take down
the intensity for the technical
parameters. Let's see. Uh we should be one of these. I believe it should
be the ight range. Let's take down
the height range. Just a little should
be just fine. Not intense, but
just in the Okay. So let's go to the color and
change the color in here. So this is a darker tone and a brighter ato. Let's
start with dark atone. Let's use a more
darker black tone. Loading up. Okay. Then let's use a more
lighter dark tone. It's quite black though. I need something way darker
than this, actually. Something quite dark. Let's
say this way to black. Okay. Yeah, we can use this as a bit. So let's roughness,
roughness, roughness. Let's get this a bit shiny. Slightly shiny, like,
so a bit shiny. A bit shiny. Maybe almost there.
Let's add a film. Let's use 0.3 instead. 0.3. All right. But we need to make this a bit it needs to be a bit darker
than it is right now. So lumosity let's come
down the lumosity. Yes. Lumosity. By
using this instead, increase the
lumosity a bit more. I think this we can work with except for the reflectivity
is way too high, so let's add some more
roughness to this. Let's do 0.5. Let's do 0.5. Let's see what that gives us. Now, that's
completely reason it, so I think the value of it 0.4 should be a good one, 0.37. Okay. 09 to take down even more
will be normal intensity, also, let's take this down. Take down the height
intensity again. That's something
more like, so Okay. One thing I can use
to make this kind of sell this out a bit more would be to create a new fill layer. And then I'm going to tone off using the color
alone for this is a more brtleT something
like at a black max. Let's use the let's use
generator for this. Let's use the cortual in here so let's get this
global inverts invert this. If you turn this off now, you're getting
something like this, then we need to reduce
the balance for this or increase the balance.
Let's see which one. Okay. I should be inverted actually. Let's reduce the
balance for this. Okay? We need to blow
this out some more. Going to create some feed effect on let me blow this
out even more. More or less like some
kind of fresnel in there. Let's get some parts
lightened out. If we go in and then we
brighten this color some more. If you brighten this some more, you see something like so. Don't wonder so I
think the previous one we used is just fine. Alright, so it should be fine. So let's bring in some
shadow into the mix. It is Let's see if we can match. Let's see if we can march the lighting in
there a bit more. Let's try some other
light to pine. Let's use this soft one front. Nah, it's terrible. I think there's one
other one here, studio six Studio six
looks interesting. I think the best one based on
the reflectivity of the eye would be still the
Tomaco Studio. We also have another
one in here. This is Studio Black Soft.
What does this give us? Nah. I think Tomaco Studio seems to be the
perfect one for this. Alright. This we can work with. Okay, that's basically it, so I'm going to see you
guys in the next lesson. So that'll be I don't know when, but definitely see
you guys again. So bye for now, take care.
8. 07 Exporting Textures In Substance Painter: Okay, welcome back, guys. So just let assume we're going to be exporting
out our textures. Okay? And then we're
going to start doing some scene set up
inside of Maya. It's going to get gen
going in there, okay? So let's get right to it. So I'll go over to
fi export textures. Okay, so we're going to spot tech shows
for dark gel mats. We're not going to spot tech
shows for the Air mats. We have spot tech
shows for iris. We also spot text shows
for the neck boo, torn off minuscules
that we can use the glass material. Okay? We are these need text
shows for this also, too. Let's specify we're
exposing it to. Before that, before that, I should be at four k resolution. Let's put it at
four k resolution. Default is fine. Dilation
infinite dart is fine. Let's move out to
the dark skin mats. See, we need metallic,
need roughness. We need normal. We don't need
ice. Don't just normal off. What we need is normal Ling gl, ton off AO, Iris, ton off metal. I don't think we need roughness, but let's just leave
roughness in there. Let's turn this number
off of I ton of AO. Okay? I think in May, I might have some s fabric material,
though, but anyways, let's just get the
metallic roughness, to turn this off, ton this off, leave
open G, turn this off. Okay? Outer eye, ton of metal, leave roughness to this normal of ton of yes, leave opacity, ton of open AI, or rather ton of
ambient seclusion. Turn this metallic off, ton this off off. So before we export, let's go to the iris
and make this rough. Don't know if this
is rough enough. It's fine the way it is. Go back to export
textures, crap. We've lost all our setup in this. Let's just
do this again. Let's just do this quickly. Of off off. Okay, Don this off off off. Okay. Metallic is fine. No ton of metallic that's. Don't just off off off. To this off of the last piece. To metallic, To fight
and this normal. I open geo normal, to this off. Set this to four resolution. Let's set our
directory for this. So that is pretty
new fp textures. Okay. That should be fine. Open this up, select folder. Then let's export this out. Et's give the Magic spot out. Almost done. Okay. So once this is done
now, should be able to see should be able to see it. Let's go into the
folder P textures. So we have our
textures in here now. E spotted out accurately
as we would want it to. Yeah, no issues here. This work just fine. Close this. Close this. Let's bring everything back out. Then I'm going to save this. Save this. You can actually make any modification you
want to this though. Whichever modification
you want to this, you can make especially
on the skin. You can if you need to. But I think they should be fine. I maybe I'm just looking
at the face now and then. Let's go back in here textures. This light skin
inhale on this off. So if you duplicate this, actually kind of lighten
up the skin a bit more so. So you can say,
maybe probably let's use a more lighter skin
tone if you want to, but it still comes down to your creative ability to kind of figure out which one
works best for you. Okay. Just keep that in mind, you can make modifications to this as much as you want to. All right, so in
the next lesson, we're going to be opening up
Maya and then try to set up our sin for of the pasen use for
creating Egen in there. So I'll see you guys in
next lesson by for now.
9. 08 Lighting With Arnold In Maya: Okay, well comb guys. So let's jump into
L development. But before I do that, there's
something we need to do to kind of set this up
also too for Egg, when we're kind of done with
at least look development for the skin and some other setting here before
we start creating the air. So that would be setting
up a project for this. So go to New, click
on set projects. So I'm going to set
my project somewhere. So I'm going to use the
same folder for this. So going to put a new folder and I'm going to name this to dark DG Maya in here. Okay. I'll copy
these five parts. I'll paste these
five parts in here. It enter. I'm going to
select the Dar ga Maya. Click concets okay. Location does not contain
a project destination. Okay. Let's let another
one. Double click on this. Let's create something
here, dark Kale. Oh, yeah, yeah,
yeah, supposed to. I think I'm making a mistake. I'm supposed to
use Projet window instead. So, click on New. That was actually
looking for a polar fold that kind of sets with bots. There's no funny any, so
let's pase this in here now, place the same director in here. We select this dark girl, then click on Select. Dark girl Maya click on Select. Then click on Let's
rename this to dark girl. Folder. Okay. Then click Accept. That
should be set if you go back into directory, we should find that folder in here now, so that get folder. So if you're creating
egg gen it's going to work properly with that
folder in case you want to kind of save
out some because usually typically
Egg gen kind of saves out some fires needed to make Egg
gen work properly. So you always want to kind
of recall back that file. So I think the direct kind of save out those five
for you to be able to recall it whenever
you open up your sin. So that's important,
so let's carry on. So I'm going to select the head. I'm going to make a
duplicate of that. And I'm going to use this
duplicate for Later. This duplicate is
going to be for later for the scalp, so
I'm going to hide that. Let me just type in
scalp in here so I know what is used for,
and I'll hide that. Let's create a studio in here. I already have one I can use, so I'm just going to drag
and drop this in here. I'm going to be giving you guys the file if you're
watching this from Skillshare. So backdrop should have one backdrop in here,
no edge backdrop. So this should be the
one, no edge backdrop. I'll drop this in here. Okay? Obviously quite
large, maybe way too large. But this should work just fine, so I'll just move this back. Okay? This should be fine. Something as bigger,
this should be fine. Yeah, yes, this should
work. This should work just fine for
what we need it for. Maybe bring these clothes a little bit more around
here should be fine. Okay. Let's scale this
down a little bit more. Yeah, for the most
part, this should work just fine. I
want to save this. I've saved this. And I'm going to select the entire
character in here, save this again. I don't
need this anymore. I delete this right? So, select the entire character. Let's give this one
default material. So the material we're
going to be giving this I just basic of
kind of creating some, yes, that will also work. So we just kind of add an annode material
in there so you can actually see this properly
using the Annode render. But once in though, on single. We're still going to
come back and then reuse the same textures
across this thing you can change out of the miel rather
annode material instead. But for now selecting
all of this, they just apply one material, so we can work a
bit faster in here. So I think you should
have favorite material. Should I a standard surface. This like a mi or it is like unannod material in
here that we can use. So that the sets all good. So one thing you
need to do B two, because it's quite reflective, as you can see, it's
quite reflective. Let's select it and then just roughen things up
a little bit more so. So I'm using a roughness let's do roughness of 0.5 instead. Alright. So moving on, so let's set up a light in here. So set up our light we
need to go to no tab. Let's go to no tab in here. Then think center
pivot on this again. Center pivot, then
back to the node tab. So I'm going to start by
creating an Azure light. I'm going to use the
same Azure light from from Subtan Spinter which is like Tomaico
studio light. So let's go in and create
an ARI Skydome Light. So it's called Create Skydome Light here, let's select that. Let's go to the setup in here. So for the color, let's
click on that, select file. Let's find that section now. So I'll go over
to my computer in Local digs program
fis so under Adobe, Subtan spinter should
be under resources. Then shelf, shelf,
shelf, shelf, shelf. Self should be
somewhere in there. I think I'm not
seeing this Come on. Self, shelf, shelf, shelf. Okay, under starter assets
rather. Start her assets. Yes, then we can sit
in under environment. Okay, so it should be
under interior, I believe. Okay, guess not. Let's go back one step studio should be Tomaco studio,
TomacoTmaco studio. Studio Tomaco, select that. The sa I want to
use, click on open. Okay? If you zoom out now, you should be able
to see this kind of wrapping around this more like a sphere around our skylight. And then based on the
way our lighting ease, I think I saved
out a few a few of these do some render
little render of this. So based on a light setup,
let's look at the eye. Let's see where the
main light angle for the light source
is coming from. So this bigger light
is coming from this angle from the
right angle instead. So using this asma
reference guide, this is the light
itself in here. Let's say the light at the back, a bigger light at the back, so we need to select this
and rotate it this way. So she let's rotate this this
way, a little bit small. So she's coming directly
from this angle because our head is
the head in here, so she'll be coming
from this angle. So let me just kind
of see if I can draw out something in here
to better loss rate. So the light should be
hitting it from this angle, eating the eye from this angle. And that's where we have
our light source in. So that's precisely
where we want it. So it's in this from an
angle like so, right? So as fine moving on, let's go in, Let's increase
the samples for this. Let's set the samples to three. Okay. Then before we
run a test render, let's go over to our
render set in there. Let's Let's set
something in here. Let's do Let's the
Wk set for this. So basically on our
common, Wk setup for this. And coming here, I already
have some preset I can use. So if you're watching
this from Skillshare, I'll be sharing this. I should be sharing this render render preset for
you guys to use. So let's do import
render settings. So user always like to
start with the med. So with the meds like mesetopna. You can always use
Setopn also too. If you're watching
this from YouTube, you can always setup in here. So, so you should work. So let me close this. Let's turn on the film
gates. Not film gates. Should do resolution
gets instead, yes, resolution gets instead. So this kind of shows the resolution we're
using for this. The backgrounds
kind of graded out. So let's apply a new material, AI standard, AI
standard surface. So this is going
to be a backdrop. Let me just name
this to AI bag drop. Okay, so I'm going to
darken this a bit more. So now we can see the
resolution gets a bit properly. Add some more roughness to this. That should be fine. 0.8, five, four, that should be fine. Let's just kind of set
this around here, like, so Okay, so let's just
set this around here. Kind of get the angle
for the camera setup. And I'll go to view
and go to bookmark. I did bookmark.
Great new bookmark. So this is going to
be like our main camera angle for this. So let's do main came
Okay, apply, close this. So if I go out of view, I can always go back to
view and snap this back in. Alright, so let's select
our dome light in here. So don't need intensity
to use yet. Save this. So let's go to node render, go to render view in here. Okay? So it's wondering
something out now, right. Let's compare this to
our main reference. Let's see the angle for this. Let's see how this light is affecting this and the
angle for this also. The other part is
brighter, that's fine. I think we need to kind
of rotate our light bit. So I'll just space. Okay, let's go in multiple
views out of this. I'll zoom out on this
view. Let's get this here. Zoom out on this view.
I will say Zoom light. I need to root this
a little bit more. Okay, that's way too mot less. Trying to get some
shadow in the edge. More or less like some deep
shadowing around this edge. So eating the light a bit more. We get more shadow depth
on the left side cheeks. So we get something something somewhat like so,
maybe a bit more. Okay? I believe this should be fine. Yeah.
This looks fine. And it's upbeating
quite fast because our s is not I would say our s is not too densed in
terms of pull count for this. So let me save this. All right? I think
this is a good place. We can leave these a cities. And I'm going to stop
stop the render. Let me over to view
test resolution. Let's do 50%. Let's
render this at 50% so we can get some more
faster renders out of this. T should be ranging out
512 instead of one K. We should ranging at 5:12 because one K
we have is at 10:24. So this kind of
slashed us into half. So you should be having 512. So this is fine. I
think this is fine. We might not
necessarily need to add any other light source to this, this is
working just fine. But maybe we can go
in and reduce maybe reduce the intensity
of our light to something around zero
point Let's try 0.8. It's less just to get a more not too bright
light setup in here. So this should be
working just fine. So we're kind of marching
this now matching this now with the setup we have
inside of Subt spinter. So it should be fine. I'm going to stop this for now. Stop this for now. So save this. So this kind of kind of set
up a light setup in here. You can also use
other light also too to help if you need to. But based on the reference
we have in here, I don't think we need any
additional lights to this, so this should be working mostly just fine for what's needed for. Yeah, this should be
working just fine. Alright, so moving on. So moving on to the next lesson, we're just going to
go in and then start applying individual textures
and inputting our textures inside out of subtanspnter into May then setting up our sin properly using some shade as
in here and then tweaking and getting better results
out of this, okay? So I'll see you guys in the
next lesson, bye for now.
10. 09 Skin Look Dev Arnold In Maya: Okay, welcome back guys.
Previously kind of set up lights inside of Arnold. Okay. So now we're going to
go into the skin or each individual object
in here and try to get some get some materials
going on in there. All right. Let's
jump right since. Let's start with the Let's
hide every other thing first. Let's start with the main
skin ControgeH to hide that. Let's start with the
main skin in here. So let's see let's see
where we get out of this. I'm going to select
this right and existing material daga mats. Yeah, I know this is understand
this is not nod material, but that's hold up a bit. We're going to add nod material
to this by going to type, and we're going to select AI standard surface
to select that now. That's fine. Then we're
going to go down. Let's see what we having
here everything is fine. Everything's fine here. Let's just rename this
to A AI Dark girl. Okay, that is fine. So now go over to Window
render italipashad. So we need the
iPashade for this. So the iPasad selected now, is the AIG rightly on
this graph network. So once the graph
network for this, then we're going to import
in the skin textures for this base color Okay,
metallic, normal. Then we have the roughness. We also we also need the
displacement map, though. Displacement map also for this. Or maybe let's just do
this one step at a time. I think make better sense,
we do one step at a time. So let's start by using
the displacement map. We be out of Zbrush
start with so let's drag and drop
this in here Okay. So this should be fine. This is what we need. Let
me bring this around here. Okay. So we need the Shader node
for this tab on the keyboard. So let's c on displacement shed. It is the AI displacement shed. I'm not entirely certain now, let's select this let's search for this
again, AI displace. Okay, this is the one. This
is the one we actually need. So now we have
this in a surface. You need to delete, delete
this. Don't need that. I'll bring this closer. Let me extend this
out a bit more. Extend this out a bit more. So let's drag this
input to the output of the displacement sheder
bring this around down here. Okay? Now let's set this up. I want to select this,
put this around here. But before we do this, there's something we
need to do first. Let minimize this so
select the head itself and make sure you're on
dark gil shape under no, I believe under no, scroll down under
displacement attributes and open up
subdivisions also, too. So to get this to look right, we need to kind of set
this to catclark so we can subdivide this a bit more the render to kind
of get more sharper. Sharp it when we kind of import
in our displacement map. So iterations. Um, iterations for this. Let's see, uh, let's
say this to two. So not to subdivide
these two times. Then the height kind of controls the height of this
controls, high intense. We want you to a more like an
intensifier slide, kind of. Then if you spotted
your map out of zeb, the scale zero value
should be around 0.5 because the
background for the detail is a gray value of ativate at the grad value and the gray value between
full white and full black. So the value should
be like half of that. So that's setting this
around 0.5 instead. So in between black
and white gray, which is like 0.5 isn't
like an intensity or measuring unit
of zero to one. Okay. So yeah, 0.5 should be fine. Auto bump. Not really. Let's just turn that and perhaps that will do something for us. So I've set this up now. So now if you go
back to our iPast, now we can plug this in and we can see how this
is being affected. So let's select this first, set this to row should be on row very important
and set the outcolo too. And the outlo should be
merging this correctly. Yeah. Okay, it's supposed to. This is a black and white map, so it's supposed to
be on the arrow value logged into displacement. So that's a more
proper way to do it. That's more proper way to do it. Okay? So that's fine. Yes. Now, let's test
this out on our render. So let's go to our
render for this. Let let mesh. Let's use the more darker,
more darker sheet. A little more roughness to it. Then let's getting close up. Let's see how this
has been affected. Okay, so you can see
right off the bow. You can see right
off the bat. Okay. You can see let's use our render region for
this grabbed leap. You can see based on the render region we have in here now. You can see how the detail of the leap is way too intense. It is for the leap
is way too intense. So to out don't need
to go back G shape. Then to figure out,
we need to tune down. We need to tune down the in, so let's tune down the Is. Let's tune down the s. So let's use a smaller vales
not Let's use 0.3 instead. Ten on that, right, so we can see how getting
something way better now. Okay. So this is good in here. Maybe too intense, actually way too intense if
you're aximately we ten. So let's down to
around 0.1. 0.1. Okay? 0.1 seems like a good one. Let's go out of this render. Let's render more
regions out of this. And let's see. So keeping in mind,
I want to add into It's going to wash
up most of these details. So I think we should cram
this up a little bit more. So let's use two instead. Okay, I think two should be
fine. We can work with two. I'm going to stop
this stop this, and then let's go back. Let's go back and then see how we can make the
others work for this. So now we plug in
displacement map. Let's plug in Let's also plug
in the normal map for this. You can see how this is working with the
normal map in there. Let's go over Ptextos. Then we can bring all of this
in a drag and drop this in. Let's arrange this are
a bit more accurately. See metallic wrong wrong one sled to drag this out. I think there's one more
we need to get out. This roughness map,
bring this out. Okay. Let me make sure I'm not
ruining something in here, select the girl face
again. Okay, that's fine. Okay? So the normal map should
come down here instead. Roughness map should
go up here instead. Let's plug the normal map in
or let's see what we get. So to plug the normal map in, we need to kind
of tab AI normal. So the eyes on
normal map in yes. Let's bring this out, right? And then letlog Let's blog this input to cool out
value to normal CAM. All right, this should be fine. Okay? This to work just fine. Let me select move
this out a bit more. So let's get this down and let's render this
let's see what we get. So we're kind of blending the
displacement map intensity also with the one mistake. Let's stop this one mistake. You need to set this normal
map texture to roll. So come into utility,
set this to roll. So this should be
working just fine now. Okay. Let's render this now. We should get better
result out of this now. Let's give this a
moment to calculate. Oh, stop this
something I skipped. Make this render out
faster. Let's come in here. Let's turn off auto converts
texture textures to Tx. Let's turn that off. Turn this off also, too. The reason why I
do this is just to make sure render
a bit faster than come in here set this to zero. Come on. Zero. Okay. I think I should have
done this before now. Zero, not working. Let me see. Let me
close this first. Close this. Um, it should be at
I would like to say this at zero. Fantastic. Not align met that at zero. Though, we're going to gun
faster renders though? Maybe say this too.
Maybe we can use Zero. Let's use 15 instead. We cannot Okay. I will need to go into
this and delete these too. That's the map is kind of
creating actually in use. Actually in use. Okay. You know what? I think
I will need to end this need to end this be fine. Okay, be fine. Let's log on
the materials in there first. Let's look at the
materials in there. Then I'm going to end
this and then come back. So let's just set this up. So this is render when we kind of apply our
normal map in there. This is where we are getting, which is actually quite nice. But we can always make some adjustments to
that. Let's stop this. So we can come to the A normal. We can take down the intensity
to around zero point. Let's do 0.5 instead. Okay? And apply this again. Yeah, I think this is a good
one. Let's do render region. Let's do run region
for the lips. So it's not the lips detail like our anchor point for this. That's fine. Let's stop
this now. Let's stop this. Let's come back
in here and let's plug our maps to the
necessary slots. Okay. Yes. So we can go into let's start with the
metallic property first. Let's start with the
metallic properties. Let me move this side. So we need something
to drive the metans. Let's increase the metans first. So we need something to
drive the metans for this. I'm going to open
up this out cool. Let's drag this. You can
use any of the channels, though, so let's just
drag this to metallic. Then out color, base colour
to base color anywhere. Okay. We can do this though, but I
don't actually be an issue, but the more preferable
way to do it would be what's it called again? Yes, would be two. Let's see. Let's come back in here first, and assign let's
assign a pot lar preset to this because the preset we need
to use will be skin. So I'm just kind of testing this out before applying
the skin textures, especially for a displacement
map on normal map so. Let's replace this. So we want
to be using skin in here. So if you go down to
soft was scattering, we'll be getting
something in here now. So for us, I'm going to
kind of tone this down. For now, do this down for now. We don't want any contribution
we subsidize scatter in India for now. We don't
want that for now. So I'm going to
leave that as it is. Let's go over making sure everything is the
sets the way they should. So set metalness. Let's say the
roughness for this. So our channel should go to
specular roughness in here. But let me show you
guys a trick in here. The more preferable way
to do this would be at the way we to
do this is to add this roughness on the clay coat to add another additional
level of roughness to that. So usually, the first roughness, spectacular roughness
we have in here, I like to kind of
set this roughness to around the value of 0.8. Okay, then I'll go down to
my clay codes or atoi codes. And on these codes, let's get
the weight all the way up. On these codes, I can set my exported out
roughness in here. So from sometimes pinter
so I'm going to set this channel to code
roughness in here. So these are always preferred
kind of settings up. Just to get a bit
more accuracy to it kind of at least my way of
setting these things up. So with this inner
now, let's come down. Let's zoom out a
little bit more, go out of this render region, save our file, then I
can do render for this. Black, white because kind
of set this to roll. So select this texture. D some space in here. Utility row. Same also for this set this
utility to roll, that's fine. Now, if you go back and
then render this out, you should be getting
something better now. Let's see. Okay. See I'm missing something here. And mostly come
the metallic iron. Mostly coming from the metallic
material we have in here. So let's remove this metallic, go back to the
metal metal metal, zero, and this out with
the roughness applied. Just with roughness in here, let's stop this for now. Okay. And then I shade let's
lighten this a bit more. Let's lighten this a bit more. So let's increase this this weight for the
fourth color in here. Let's increase that.
Let's render out. Let's see where we get. Okay? I think that should be fine. Let's drop in our
metallic material in the Let's see where we get. Okay? It's still in
real time. Let's see. Now, I feel like I need
to kind of tune down the intensity or maybe
when the but not yet. Let's add subsurface
scattering to this first. And then we can work on that.
Let's stop this for now. Okay? So stopping that now, let's go back into
our IPA shade. Okay. Let's get in here. So more better way
to kind of use a base color would
be, like I said, just turn this base back to zero because we already have subsurface
scattering in here. So I'll increase the
subsurface scattering, increase that. Set this to random work
V two, that's fine. And I'm going to set this skill. Now, this e actually affects how the light passes
through the skin. So since we're using something close to a more realistic scale, so I'm going to use a value that's a bit more
realistic for this so somewhere around maybe
somewhere around. Let's see. Let's use a value of let
me get this a bit closer. Okay? This is a value of 0.06. Is the value of 0.06. Then we need to kind of
plug, no, wrong place. Undo that. Do that.
That's wrong place. So I'm going wrong place. So let's make sure I'm on
subsurface scattering for this. Yes, subsurface scattering. Make sure I'm on the right one. So yes all the way up. Yes, so this is the value
I'm supposed to change. So scale 0.060 0.06. Okay? Usually for an E that
is around 25 25 " there about so you should be getting
something around 0.01 around the value of 0.1 and below is kind
of a usually fine. If you're using reward
skill for the head. I think 0.06 should
be just fine. So now for the subsurface color, I need to plug in a
material in there. The material we exploded
out of substance painter, so we can just do
just get closed. So the out color should be logged to the soft
surface color in here. Now for this, don't need to
kind of set this to roll. SRGB is just fine. RGB is just fine. So select this back again. Now let's do a render for
this. Let's see what we get. Let me save our sin,
and let's render this. So one thing we definitely
need to do use our lights. Intensity for our
lights in here. So let's set this back to one. I think made it way too
actually made it way too dark. Okay? Let's increase
this even more. Let's do it off. Okay? Just to see this a
bit better in here, yeah, right off the bat, we're getting something quite good. This is actually good. This
is actually a good one. This actually a good one. We can definitely work with this. Except we just need to kind
of rend out a bit small. But for the most
part, you can see how we're getting really good, really good in here. We need to allow this to kind of sit for a while and
render out for a while. Once you get this to render out, we're getting
something good with, but as you can see,
we're getting really good since skin texture as
it becomes a bit clearer. As it becomes a bit clearer, we're getting really
good skin texture out of this with
the SSI in there. Okay. Yeah, this is nice. So yeah, so you can
slide this round out. You see is calculating in here. Slide this to round
out for a while, and then you come back
when this is done. But I think for me, for
the most part, looking, this is looking quite I can see some skin posing there
will actually quite good for more realistic
look.This works just fine. It actually work just fine. Maybe just maybe I
need to kind of take down the height intensity, which I feel I should do
so. Select the mode again. We can go down to Arnold
displacement attributes, set this down quite low. So I have one or
two set this low and increase the
subsurface catching scale. So let me reduce this actually, let's set this to one. I'll over to the scale
for this and I'll set this to a value
of eight, 0.08. Give us a softer. That create a more
soft look for us. You can see it kind
of washing out. I kind of washing out the
impordity we have in there. Okay. And it's kind of moving
that on the lips. Skin detail for the lips. Oh, yes, the displacement
displaced on the lips now is not too obvious
as before anymore, but stay in the stay in the you can see
drinks in also too. Okay. This actually
coming out quite nice. It's coming out quite nice. The way I think this is fine. So it's just a matter of
preference in actually, just for you to kind of
manipulate and change and just the way you want it to be, just the way
you want it to be. So it's absolutely
completely up to you. That's why I think I think
this is a good place. Actually I think it is
actually in a good place. This we can
definitely work with. This we can work with. So you also have the leverage
or privilege or options, speak this every you want, kind of get more better
result out of this, but I think this
should work for me. All right, so I'll see
you guys in next lesson, we're going in for development
of the T Bye for now.
11. 10 Eye Look Dev Arnold In Maya: Okay, welcome, by guys. So I've done a render for this just to
see how this looks. So I render this out
at one K resolution. So I went back to the view
and I changed this up to just change this
back to 100% from 50%. So this is what we get. So we get the cleaner anden now. I think this should be
just fine. I'm going to snap this snapshot of this. I'm not going to click on this camera icon in
here to the snapshots. So this is one with 500, 512 pixels, then one k, okay. That's difference in
there, so I'm going to minimize this minimize also. Let's carry on. Now let's work on the
eye model itself. So I'm going to temporarily hide the head and let's
make the eye visible. So outer eye. Let me drag this up. There, let's start with the Let's start with
the Iris first. So make this visible. No, let's just put
this somewhere around the zoom
into one of these. Let's see which one has. He let's zoom into the zoom into the one on the left hand side,
on the right hand side. I'll select this
existing material Iris. Okay. Then let's go in and change this Iris to
AI standard surface. I'm going to rename
this to AI Iris. Okay. That's fine. Then I'll need to
go to my IPA shade. Let's make the iPashaet
visible for this. So we're looking
for Airis in here, so AirisGraph network. Then let's go in to
our documents in here, select no SP textures. The iris, Iris base color, Iris normal, Iris roughness. Yeah, should be fine. So
I'll drag and rob this in. We don't need
displacement with this. Let me bring this up. Okay. Something is rendered in let's
stop this render for now. So we can work a bit
faster with roughness. In B color should be at the top. Normal, set this down here. Then it's the AI normal map out inputs a value
to normal CAM. All right. So just open this up out
to specular roughness, then out color to base color. I want to set this roughness to increase some
more space in here, set this to roll
the roughness map, then the normal map, open GL, set this also to roll. Should be fine. Should be fine, so
let's bring this out. Let's do a render.
This is what we get. This we can work with. Maybe maybe take down the null. See an issue in why are we
having paints in the center? You can see some paints
in the center parts. We're not supposed to be having paints in the center parts. Let's go in and then
let's stop this. Let's go in and then
check our texture, so let's open this up. Okay. I'm seeing issues in here now. That we need to fix. I think we can easily
fix this inside of Subtanpnter issue
shouldn't be an issue. Let's open up substance
spinter in here. Let's just go to a
directory in here, go to the directory and then open up subtanpnter again
and then we'll fix that. Okay, so back in so let's jump
into the low that's. Okay? So let's make sure
ItopRnder in here already, so let's clean this
up I see it now. We need to clean that
up. So let's go in. I'm just going to, let's just create a new
fill layer actually. Let's turn off roughness,
metal, leave lei, follow in a dark, hollow in a Let's
do a black mark. Take down my brush size. And I'll just paint in here. So just basically paint in
here, that's pretty much it. And then I'm going to spot
out the texture again. So let's save this quick save. So it's more or less like a
back and forth ten in here. So I think our thinks modify the face a
bit more in zebush. It's going to modify
that a bit more. But for the most part, this tera is mostly just for
substance bena and then nod. ArndRndering, and
then creating gen A. So basically
sbtanspnter and Maya. Okay, so yes save this. Let's spot out the
textures again. So for this, we
need to export out the iris and just the
base color itself. So exports spot this
out, so exported now. Let's go in there
and let's check. Let's confirm if this is
in the right list now. I think this has been updated, so it's in the right list now. So let's go back to let's go back to Maya
let's run this again. It's not updating
the texture in here. So we need to bring
this in again. Let me just make sure.
Let's make sure it's actually exported in.
Confirm this again. Let's delete what we have here. I'm going to select
the base color. Is a load here. Lo not sure. To this off. Guess not. Let's
import it again. Let's see if that updates. Still still very much in still very much in the
select this to delete it. I need to go back in
here to delete this. I think we need to
export this out again. Pot text shows spot now the B. Let's see our directory for
this directory is fine. Export this out again. Exported. Let's check
our folder. Okay. Let's go back and then go back to Maya and
then get this back in. All right. Let's
stop this for now. Go back to our folder and
then drag and drop this in. Let's get this way, should be, put out color to base color and let's run this render again. Let's see. Now, now, something does
not feel right in here. Something doesn't feel right. Something doesn't feel
right. Let me zoom out. Let's check the the other eye. It's pretty much the same thing. Which is kind of strange
because I already fixed this inside of Softnpna
Let's stop this again. Are we generating any
TXT material in there? So you need to make sure
you're not generating any TX material. We are not. Now, this is
actually a strange one. Fixed in here, but exporting
we get the same issue. Let me paint more a
bit more in there. Okay. Let's check the other eye. Pretty much fixed. For some
reason, it's not updating. For some reason, it
is not updating. Let's try exporting this to
a different folder instead, let's export this
outside instead. So exporting the eye
with base color alone. Export again. Okay. Let's go to
the outside folder. This new just exported Okay. I still looks very similar
to the previous one we had. It looks very similar to
the previous one we had. Close this, save this. Close this also. I don't think I
need that anymore. If it doesn't work
me, I'm not going to lose my entirely
and then restart this, maybe that should fix the issue. Delete this. Let's bring in a new one in. Sometimes issue like this
just occurs and then it becomes a bit of a pain. Let me close this not
render, actually, open up the And render again, fire this up, let's see. Run this again,
you're working now. So I gusse close the not
render and run this again. So it's working now, she's fine. This is precisely what we need. Okay, so I'm going
to stop this now. Then let's go and then
work on the outer eye. Let's make the outer
eye visible in here. Select the outer eye, apply the material
for that outer eye. Okay, that's fine.
Okay. Set this down. Select the ready. Let's go in. Let's change this to
AI standard surface. This is going to be
a out I outer I. All right. That should be fine. So next we're going to do
is to is to kind of go to our eye pie and then
bring in the textures for that to outer eye right
click on that graph network. Okay. And let's go to think I
need to at least I know we know where it is, so yes. You know what? Let's go back
into is absolutely fine. Since we know where we
cannot plug them in, so we should be fine. So yes, let's go
over expert already. So let's import the outer eye. So normal opacity, roughness. Yes, drag this in. Just to kind of arrange this way we need it to be
base color should be up here, open gonormal here. Opacity, let's just
put this here for now. Roughness, drag
this say this here. Let's plug the out color
to the base color and roughness drag this
all the way to specular roughness,
then AI normal. Here, normal, in
here, plug this log the input to out
coolorOvalue to normal. That is fine. So once now we need to do now will be to change things up in here. So can really change
things up in here but kind of creates a
new material in here. So the material I need to
kind of create would be two. So let's start with the first p. Let's do under AI
standard surface. A standard AI standard surface. Okay? This one is going to
be like a glass material, so we need to rename let
me name this in here, AI. Four cups, AI glass. I. All right. So letting this now. Let me move this to the side. Let's change the presetting
here to a glass material. So let's set this
to glass replace. That is the glass
now. So now let's put a new material a new shader. So A mix A I mix
shader. All right. Let me move this this way. Basically what we're going
to do now is to let me get some more space in here so we can see
this a bit accurately. So I'm going to select
the eye Shader now. So you Shader two, I'm
going to drag I'm going to middle mouse click drag this outer eye and drop
this in Shader two. Okay. Then I'm going to drag this glass and drop this
on Sada one, right. Then now the mix for this is
going to be our pasity map. Well first of all, let's
select this normal. Let's say this to roll set
this roughness to roll. That should be fine. Close this. That should be fine. Then I'm going to the mix now, let me select this
two right in here. The mix is going to mix, I'm going to open this
out color out and I'm going to drag out the mix. So our pasity map is
what's going to be controlling where the glass is going to be where the
glass shear is going to be, this selected now,
let's move this down. Let's select the outer eye. Select the outer eye. I. Okay. And I'm going to let's zoom in here which
one I wish supposed to apply? Thinking this one,
guess not this one. Right a node, we use select, apply material to
viewport selection. So do that. That
is what we need. Let's run do our
render for this. You can see how we immediately
get that accurately. So that's basically all
we need to do for that. They set up the way
we want it to be, so it should be fine. It's in All right,
so that's fine. That's fine. So we can bring all of this back out.
Let's back the head. Let's bring back the head. Let's stop this, set this
view test resolution to 50%, 50%. Save this also. Then yes, we can
bring back the Yeah, let's make the
minuscule visible. Let's make minuscule visible. So I'm just going to apply
the material for this. I'm just going to use a water
material actually for that. So minuscule, okay? S this here, let's
change this up to And Let me create a bit more
space in here for to see. Let's change this up to
AI standard surface. So this should be A
minuscule All right. Then we'll go over to presets. Let's use water.
Media is water up. It should be watered
up, preset, yes. Okay. No pieces in here though. Oh, yeah, I see clear water. So replace, right? So if we should run this
again, let's run this again. You should be
getting that son of water material in there. That's fine. Stop this for now. Let's go
and bring back the head. Okay? So the head in here now, let's get a view in
here to render it. Save this, save this again. Then we can do a
render for this. Okay? So just going to
give this a moment. Let me just zoom in a bit more. Okay. Let's see. The eye is
not entirely clear. It's not really clear. We want something
quite clear in there, like very clear in there. So let's do a render
region for the eye. Then let's come back in here. This is for the other glass for the minuscule then
just put this here. For the glass material, let's go in there put this here. Let's see what we can do in
here this selected AI glass. Under transmission, yes, but
it just looks too rough. It looks quite rough. Specular already. There's something
else you need to do. Something doesn't entirely
feel right in there. Let's see. Okay. I'm not sure if the IO for that. Let's change the preset instead to clear water,
replace. Let's see. Mm. Not really. It doesn't do much
doesn't do much either because I need something
quite clear in there. I need something quite clear. Okay. Let's take this down. Let's go to IOL. Let's see what we can
use in the glass. Let's drugs all the way up. Let's see if that
makes any emergence. No, it does not. It's down. So basically need to find the, that's not
even looking right. Let's go. Maybe just maybe a lighting. Probably our lighting in there. Or maybe let's see them check your past map for this
past map for this. Oh, I see. I see. I see. The issue is from your past
empate map is kind of gray. It needs to be
full black values. They need to be full
black values in there. So that's definitely
where the issue is from. So let's see what we
can do to fix that. Let me open up the map. Can we do? What can we do in
here get this full black? You are one of the things
we can do, though, we can bring this to
photoshop and then just fill out up its full black. But there should be a way to
do this in here actually. Why is no updating. See if
I can get this to update. See if I try to
update this in here. Okay, better still, let's
do something like this. Let's do isolate, isolate now. You know, probably not. Let's see tour this down. The glass material. Let's make sure we are using the preset of glass,
complete glass in there. Yeah, so I'm having issues in here now because
Okay, no, no, no. Let's make sure I
select past this so. Now let's turn
over this solo for now. So yeah, much better. So now I'm getting something
a bit clearer in there now. Feels a lot clearer now. Feels a lot clearer,
maybe do it more. You drag all the way to
the end let's see what we get darkening
the other edges. We don't want that, so
set this back around. Somewhere around here
seems to be a good one. Maybe this a little bit more. Set it two -1.6. Yeah, 1.6, 1.6 seems
like a good one. Alright, so that's how we
kind of troubleshoot and then check for the issue in
there and then we fix that. Ping around show
which part one or which part detras having
the issue in there. So this's getting
something better now. Yeah, yeah, this feels
a lot better now. This we can work with, okay? So I'll see you guys in
next lesson. Bye for now.
12. 11 Teeth And Bow Look Dev Arnold In Maya: Okay, welcome, bad guys. So, you just like a review
end of what we did last time. No entirely clear, though, but you should work. Okay, so moving on.
Let me minimize this. Create some space in here. So I'm going to select
select all of this. I'm going to hide this. So let's turn on the teats. Let's just do some look
development. For the ****. I shouldn't be too difficult. Nothing special
in here actually. So let's just apply
existing material, Tit tit, tit, tit, ****, mats. Then we'll just go over to that. I think we need to
delete by type in here. Okay, so just the same repetition also in
AI standard surface. I'm going to rename
this to AI seats. All right. You want no to adjust in here
would be this mix shader, let's rename this mix shader. Let's rename this mix shader to AH tau, glass, I supplier. So you kind of know
what it is. Okay? Get this down. I've already changed.
So let's go to the AIT graph network. Okay. So let's import
external maps in. So teeth, tet teeth
teats base color, normal roughness, drag
and drop this in here. Let's arrange our
sin normal map, roughness map, base color. So let's drag the base color, outer color to this color. Open this up out to
specular roughness. Okay. Then type anormal map. Okay. I'm just
going to plug this in out value to normal car. Select this texture
of the normal map, put to utility raw roughness
also to set this to raw. Should should be pretty much it. Okay, pretty much
run renders in here. For some reason, I think the UVs think the
main issue was the UVs. UVs for this are actually
flipped. I believe so. Anyway, it's not
going to be visible, so I don't matter that much. The main part is that
at quite visible, so I like the men's
units kind of see. But I strongly believe the UVs in here is
going to kind of flip. Flip in there. Okay, so let me stop this. Let's hide the teeth. Then let's go over to Yes. Neck bow make this visible. Zoom out a bit more
so you can see this. Let's see if there's let's apply the material
in there first. Neck bow mats AI
standard surface. A neck bow. All right, so let's see
if there's actually silk material in there
that we can use. Supposed to be sik material
we can use in here. Presets, 666 silk. Okay, we have velvet
in here, though. Velvet, velvet Na might not
necessarily be what we need. Okay, what let's replace that. Let's see. Let's see
what that gives us. Okay? We have this in here. So we just need to kind of
change the color in here, change the color
in here actually. So I think should
be under sheen. Okay? So I'm going to change this to more light sort
of shehin in her. So that's fine. Then then yes, then we can go over to Let me increase the
base color first. Let's get this up. Not experimenting
yet, you can get something that will
work just so Let's g Let's bring in the
textius in there neck boll. Yes. Roughness, drag and drop this in switches back to fault. This is normal. Let's
stop this for now. Roughness, base
color. Get this up. Crest moo space in here. Let's drag this to base
color outer color, specular roughness,
then a normal map, input to out color, out value to normal CAM, set this to utility row, row. Same for the normal map, row. Less fire up the nd the
less see what we get out of this. I see. This actually looks
interesting, though. Let's see what we can adjust
in there. Let's select this. Let's go over to the
AI material in there. Roughness, up something
for the roughness. All right. I think this can actually work. Do you need to put
any IR in here. Let's see. Let's try
this oil instead. Let's see. I see are rent out a bit more. Yeah, I think this
should be fine. We can work with you
can work with in here. Okay. This we can work with. Let's stop this render now. So I'm going to bring
everything back out. Just for the sake of checking
around here. The teats. Let's go to the teat. Let's go to change the
layout to UV Editing. I would like to check solo teats UV let me check
if this is one kind of flip. Yes, that's where the issue
is, it's actually flipped. Is in here actually
flip. Majors where the major issue actually
is coming from. So we have this flip. So you can see how this is
all blue, but this flips. So we can actually do in here
would be to I flip this? Yes. So just flip this this way. Okay. Yes. I think
this should work. Yes, it's working now. So I think we can do
another render for this. So let's go let's go back
to Let's save this first. Save this standard. Okay, we have
everything back out. Let me just render
out the T again. So let's hide everything else. So we should be getting
better result now. So let's run this. Great. So now, is refusing to refusing
to us is accurate enough, so I think one of
one of two things, let me topically
con all of this do a reverse normal yeah perfect. So remember reverse
previously when we were kind of trying to take straight
inside of SubtansPnter. So go to SaptanPnter
actually applies the material to the entire
surface without front or back, so not working
accurately enough. So out and kind of check if
there are issues around sin. Right? So let's
bring Gavitin back. Should definitely stop this
one now. Please don't crash. Okay. Let's stop this,
it should be fine. So let's bring
everything back out. Okay? So all of this out. I think we have set everything up accurately as we should. Yeah, this here. Let's just give this just
give this existing mats. So we can just do irregular
black material in here. Let's just set this to
AI standard surface. So a mesh. So just to be a bit
more distinctive. So I'm just going to set this to somewhere somewhere
around black. Save this. Then let's do a render
for all of this. Can see this my bonus. The same material for that
can have any sins to it. Let's change that sins. I should Let's say this toll N
something around full bla. Let's do full white
around the first and get this somewhere
around somewhere like this. Then let's go back to view Minkam I think I need to make the bit blacker
than it is right now. Produce towards the black
and add some more to it. It's quite rough.
Let's get in closes. Okay. I'll leave this. I'm just going to leave
this to kind of friend out. Let's go over to the
view test resolution. Test test resolution at 100%. So that'll be like one for this. And I'll come back when
this is done, right? So I'll see you guys
in the next lesson. So I'm just going to make
some modifications to the general proportions of the face later on and
then bring that back in. Okay, but for the most
part, this should be fine. So you should be looking at the hair in the
next tutorial. So that is working with X gen A, see you guys in the next
lesson. Bye for now.
13. 12 Hair Scalp In Maya: Okay, welcome, bad guys. So I think I kind of
restarted Maya in here. Okay? Okay, so why Maya
is kind of opening up. So I made a correction to
the outer eye opacity map. So originally we had let me just show you
guys the original file. So the original fire is what
we had we kind of adjusted. So we adjusted that
little inside of Maya. So using the exposure
instead of Maya, but at the end of the day, I wasn't really, I
kind of worked well, but probably not well enough, so I went into the
texture itself, and I made some
modifications to this so. Let me just repeat what I did in there So basically
what I did was to go over to my magic wand, and I selected, selected this. Then I kind of
painted a new layer, filled out with black. Like so. Then created a new layer again, put the layer just below,
fill these to whites. So let's make sure
the ss on full black. So I went over to select this newly created
black circles. And I went to my Goham blow and I just applied Gohamblo to it. So the value I'm using for
the Gohambo was around ten. Then I kind of saved
that out and import it into imported that back into May Let me just specify is
always opened up, sorry, I don't know why. So let me just put
this down. Okay, so after let me close, this Okay. So after doing that, I went over to slating the outer eye. Then I think not this
okay, outer eye glass. Then I kind of replace that. You know, we add for the mix, we had a texture in there. So if you open
that texture file, there is a texture file in here for noticing here now
outer eye opacity. So I just saved out this I saved out this new
file with the Gausha applied, saved out as a new file, and then connected that
to I connected that to the basically just open the file and then selected
that in there outer eye two. That's basically what
I selected in there. So just keep you guys
updated on that. Okay, then also two
rats and I did in the let's go back, not this. Let me click out and
select this again. Okay, let's go to our IPA shade. This, this is not the iPashade. Let's close this. Piper shed. Alright. So I was
trying to kind of match the eye a bit more, the outer eye a bit more. So can say I feel a bit
a bit more reddish, kind of a bit darker,
kind of the whitish part. So one of the things
I did in there was to let's go to the outer eye. This is the outer eyeglass,
yes, that's the one. So for the base color, for that, select the base color
should be in here now. For the base color,
that color balance, I just adjusted the exposure. So I use the value of -1.83, so that's basically what I did. So that should be fine for
now. Let me save this. So remember we kind of
set our projects in here, so let's set the projects to the correct for the
directory sets, okay? That's fine. So now I need
to tell you we're going to be working or
rather ambitious. I'm also going to be
more or less like working working the lights a bit more later on just to get something very
similar to this. So I'll be working the lights. But for now, we need
to kind of work on the Let's work on creating
eggs and hair for this. So I'm going to hide this hair mesh for now, let's hide that. So yes, I also a little made some corrections to
the face in here, but not really major not
really major correction in there though, just something. Something that may
not be too obvious for for you guys to
at least see though. But keep in mind
that's that ly there. Let me turn of the
resolution gate for now. This is new mesh I put it in. So I'm going let's delete
swatch name in here. So I'm going to duplicate this. It's going to be a new
base mesh for the scalp. So let's let's hide
the main head. Select this. So what
we need to do first to create our egg gene
would be to now this would be to create a cap to create a cap where we're going to have our head
generating out from. So that's what we need to do. So to do that, with
the head selected now, let me hide this
back plate also. We can hide the light also O B, let's use this instead. For this null, let's apply a default lambert material
in your favorite lambert. Is a darker shade. Think under diffuse, tick down, diffuse a bit more. Something
like this should work. I'm going to hide this. Let's see this only I will
duplicate this again, hide that. Let's work with this. So let's grab this cup part for where we want the
to be generated out from. Okay. So basically the idea is to select more
than what you need. That's general idea. Select
more than what you need. So I'll go to my edge mode. Let's Let's do something
all the way around here. Double click on this.
Okay. Now let's go over to face mode instead. Double click in here.
I'll delete that. Delete this here, we can
do something like this. Let's grab something for
the lower part also maybe around here delete this. Okay? I believe this should work just fine
for the head hair scalp. This should be just fine
for the head scalp. So let's rename this to head. Let use all caps in
your head scalp. Okay. Yes, something like
this should be fine. Just something like this to
begin with should be fine. Then I'm going to hide this. Let's go to this now. So for this now, we just
need something for. We're going to generate
for the eyebrow and then and then for the
lashes. Let's do that. So I'm going to the idea, like I said before, generate copy more than what you need. So you can get some allowance of space around there.
Let's do this. Delete deletes. Let's come around
somewhere around the select the loop
around the delete. Okay? Then we can select no. Let's select the
loop delete that. Select another loop in here. Let's see if we can grab roughly around the
same place, delete. Okay. I think we need to
delete a few more also. Let's go over this. Delete. Delete those? Maybe we can delete
some more deletes. Just trying to reduce
this some more. I think they should be
fine. They should be fine. We can rename this as Oh, okay, we can see delete. Okay, this one goes across, so there might be
an issue for that, but I think it
should be just fine. I should be just fine. So
let's rename these two. I bro lashes scalp All right. Let's save this should be fine. So now we can generate
ours in here. So this will be for the eyebrow
and then the eye lashes, then this in year should
be for their cap. I think we can actually reduce
this a bit more also too. Let's isolate this
control one so isolates. Let's reduce this
also a bit more. I think we have way
too much in here. Delete this, delete I think we're in a
good place now, yes. I think this will
work just fine. They should be just fine, okay? All right. Yes. This we can work with and I'm going to put these
two in a group. Let's put them in a group. Let's group this. Let's name them to scalp. Okay. Now let's bring this back. Let's bring this back
out. Let's turn this off. So yes, so this scalp is actually in there
is the scalp we need. So yes, just to make sure
everything's working correctly. So let me hide this again
for now. So this is two. So we have the scalp and then the eyebrow and late
scalp. So that's fine. Now in the next
lesson, we're going to start working with X gen and generating as
on top of this. I'll see you guys in the
next lesson. Bye for now.
14. 13 Long Hair Xgen Guides In Maya: Okay, welcome, bad guys. So moving on. So after kind of
creating the scalp, there's other things
we need to do. You need to make sure the
UVs for these scalps. Let's go to our UV
editor for UV editing. Let's turn this off.
Set this back here. So let's start by
selecting this UV shell. Let's go over to unfold,
cords creates, yes. And I'm going to let's start unfolding this then
do a lot for this. Cause one used to be occupying
most of the space in here. Maybe one die this
up in the middle the courts select
this to unfold. Occupies more space in
our UV space in here. So let's do the same for this. So let this unfold out. So occupies more space. So this is actually going
to up later when we try to do some painting in there. So quite important. So let's go back to modeling
standard. Minimize this. Okay. Let's make sure we are
on let's go now to ExGen. Let's change our workspace
to gen. Click on gen Ina. All right. It's fine. So now I have some references for longer in here I'm
going to be using. So my best guess in here is
that the closest reference we have for this would
be most likely this, this, for example, we
still have something in, so you can see how this
shape kind of curves in. We also have something
similar inno, so you can see, right? So let's carry on. So let's D the ice cap for now. I would like to
bring out this Ash, so Shift P. Let's
bring that out. So that's going to show us where our hairs are kind
of being generated out for at least just
to show us a line, the airline in here where we can start pritting our
guidelines for that. So I'll select this. Let's D this for now. Maybe we make a duplicate. Let's make a duplicate of that. Let's send the
original back into that group. Select this. Let's give this a
different material. Let's give this sibling
material instead. Save this. I'll select
this calp again. Go to X gen, create description
for this here. You description
for this would be. Let's use our caps for this add Ensco He underscore DESC for description. And the collection in
here is like our group. This is like the group,
like the folder instead, whichever you prefer to use. Oh, I'm not naming
this correctly. It's supposed to
be D for the Ed. Okay. Then it's
going to be named as Ed ndc scalp,
Undersco collection. Alright, that's fine. The
next thing you need to do in here would be to Now, need to use plan. Plan is fine. Random across office is fine. They need to kind of place and shape guides where
we need them to be, so let's click on
listen and shaping guides. So this should be fine. Let's click on create All right. That's created in here now. So now let's move this
out, move this out. Select gen, gen,
gen tab in here. Middle mouere drag this
all the way to the end. I don't know that's gonna mess in so because I
actually going to convert the splines to polygons. I don't want that, so, so
let's now create guides in. I want to read the plus sign. Let's create our phase guide. So with this reference
on the side, this reference on the side. Let's create our
phase guide here. Okay? That's our phase guide. I want to skill
this out this way. Maybe a bit more. Okay. Maybe there's a bit
too more XO should be fine. Okay? What I'm going to
do would be to bend this. But before I bend that, let's
create some more guide. So basically at this stage, I'm basically just basically just blocking
things out in here. I'm blocking things out in her. I need to select this
now and then hide this. Go back to the scalp,
lay the scalp. Let's create another guide
around somewhere around here. Okay. Now let's
give that up also. Add that up a bit more roughly around the same
size as the previous one. I'll create another
one around here. Okay, schedule this out. Okay, this should be fine. Yeah, this we can
work with soon. What I'm going to do next is
kind of bend all of this. But let's select
all of this first. Select all of this
first and let's do primitive let's turn this off. Because new dies will be
generating everywhere, not just where the
camera is kind of visible on to turn that off. And then in here, let's make sure to rebuild Let's rebuild all of
these guides in here. Let me edit this for now. Let's build all of these guides. Rebuild Let's use ten for this. Let's build this sets ten. Okay? That's fine. Save this. So next, I would
like to do maybe to set the settings
for the hair, especially for the weight
and for the taper. So I have a setting
I usually use. Let me go to my desktop
and bring out my notes. I got my notes part for this. So for the setting set setting
I usually use for this would be let's see, yes. So for the weights,
keep losing that. So for the weights,
is going to be 0.01. So let's say the
weight is 0.01, 0.01. Okay. Then the taper
0.71 taper 0.71. Then for the taper that I'm
going to be using 0.76. I believe that's a
setting for it, so 0.76. That's fine. This is like setting I usually
cannot use in here. You can see a
generating in here now, so let's increase let's add some more and let's make sure Auntie Allison is done
on Auntie Allison. Is that the one? That should
be it. Yes, until Listen. Just so you can see the
as a bit better in here. Okay, so let's ide that for now. So let's start let's
start moving this. I'm going to use
this coped brush. Okay, would be scale this out. And then let's start
bending this in place. So basically, what we need
to do here let's just to bend this in, just
to bend this in. So let's try to
get that bends in. Let's get in a bit close. Let's see should be down a
bit more closer to the scalp. Okay. Get this out. Okay. Let's bend this inward. Let's increase the bro size
a bit more, get this out. So more. You should go in. Okay, you need to
leave this part up some more. All right. I think that should be fine.
This we can work with. So you can actually
copy this now. You can copy the movement for
this or the shape for this. Select go in right
let's use Copy guide, select this guide and
go in and paste in there so we can use the rotate too and then
just rotate it, you know. Rotate it this way. Yeah, pretty much do that. Let's use a scoped brush and
then move this outwards. So more this way should be fine. Then we're going to copy this
pace the same thing also in your ist Okay. Rotate this this way. All right. I think I need to eat
on the cube. Come on. I think I move this.
Let's move this this way. Then let's use Scope two. Get this down out a bit more. All right. Let's save this moving on. I think that should be
in a good place now. That should be a good place. And let's do something else. Let's create another. Let's create another one.
Let's create another guide. So let's go in and then
create a guide around here. Okay? So this guy is
not supposed to follow. He's not supposed to
follow the others. Let's extend this
out some more. Okay. Then go to cotin
two. Just sculpting. So this should be the
longer part of the. So let's get this. Let's
get this this way. Let me first of all of straighten
this out to begin with. Straighten this out to
begin with. Leave this up. I think I overextended this. Let's shing this
down a bit more EG to go back to our sculpting too. So based on the way
this is in here, you should kind of, maybe
I push this way too. Let's undo that a
few more times. So no, common perspective view. I'm trying to kind of get
a proper angle to this. This should flow down here. Okay. Let's see, it's
covering the front up out of the air,
get this in front. Okay. Well seeing kind of
straighten this out some more, but let's just kind of get the general shape
in place first. It should be a bit closer. Okay. Then I'm going
to reconstruct this. Lets go to our selection to select this. Let's do a rebuild. Rebuild this at ten, click Okay. Okay. Let's go to
normalize normalize again. I think we need a few more.
Let's build this again. Let's do a value of 14. Let's get better
resolution around there. Okay? I think might even
need a bit more. Let's build this again. Let's use a value of 20 instead. Okay. EG to go back
to our scoptin too. All right. They should check in. I think around there
should be fine. Okay. Let's get this covering
the most part of the year. We straighten this
out a bit more. Okay? Yeah, I think they should
be in a good place. Let's check this from
the side because you always want to kind
of check this all around. Like, make sure
you're checking this around the entire me just to make sure making sure everything is working
correctly as it should. Straighten this out
a little bit more. Okay, let's get this
part out. All right. Let's compare this
main reference in here. Let's see what we get. So it should be should even
be even closer around here. Closer. Like so should be fine. Okay. Then carrying on, maybe get
a little twist to this. Okay. Let's see. Yeah, I think that
should be fine. Now let's go in and then create
another guide. Save this. Let's create another guide around a bit more
space around here. So good thing is kind of
following the shaping for it. Let's go and use move Guide. Move, leave this up,
bring this forward. Okay, that should be fine. Guys get a bit of twist in here, straighten that out
a little bit more. Maybe elevate this
out some more. Get this up a bit
more. All right. So continuing on,
let's add another one. Going to add one roughly around. Okay? It's kind of making sure it's kind of following
the guides for that. Leave this part some more. Get this in, straighten
this out a bit more. Okay, this should go in
straighten this out some more. Yeah, so it should be fine. Let's leave this out a bit more. Let's see what we have in there. I should come out some more, like so out a little bit
more around there also. Okay. Then let's continue on. Let's create another
one around here. Okay. Let's leave this
part up, get this up. Let's look at the
reference we have in here. Let me just kind
of tilt this this way. Stick over in the A. Okay? Maybe get this
down a little bit more. Right. Lift this part up
some more out a bit more. Let's create another one. Let's create one in here. Okay. Go back to our scope
tin to bend this in in here maybe undo that. Let's get this out
a little bit more straighten this
out some more out. Let's generate some as in here. Let's see what we get when
we generate as in here. So it's not really
following this why because our modified
CV count is quite low. Let's say this to a
value of let's say 40. So that you can
follow it now some more with a bit of
accuracy in here now. Okay. So this is working. This is working fine.
You can see how you getting longs around
this already. Let's add this for now. Okay? So we need
kind of break this up by creating let's just
go around this first. Let's make sure we get
around this first. Okay? It's add more guide to this. Let's go over in these
parts, drop over here. Go to scotin two, get this in. Okay. You should work, leave this out a
little bit more. All right. Let's add
another one around here. Okay. Move this out, out some more straighten this out a
bit more. Get this down. Okay. Lyte get this out. So
more elevate this. Alright, so then I
think we can let's see. I think it's actually almost almost like it's on both sides. Okay? Let's kind of finalize on one side before mirroring
this to the other side. So let's add some
more out one here. Okay. This one seems to be
pushing out way too much. Let's straighten it and
take down the scale. Okay. Still in there. Let's get this down. All right. Let's do another one. Basically trying to fill up these gaps in here,
now, one year. I think I'm going to
leave that as it is. Let's do one year,
one year or so. No undo that one. Let's do it slightly
higher around here. Okay? Yeah, around there
should be fine. Then the ones we're going
to create down here are going to be
slightly shorter. So let's scale them down. Should be some shorter
ones in there. Add another one around here. This we're going
to make shorter. Maybe not two shots. Something
like so should be fine. Let's do one around here. We're going to move
this this way, Spetting this out a bit more. Setting it out a bit more. Maybe scale that out
some more like so. Okay? Now let's come
into the front parts. Let's Let's add one here. I think we can need to kind
of drive this a bit more to kind of make it a
bit a bit tighter. So just to kind of give the
air some more directionality, so it knows where
it's supposed to be in. Let's scale this down. Out a bit more. So just basically kind
of force the air kind of obey the guides in here. So that's why we need to
kind of add a bit more. Just to force the air to be where the directionality of
these guides are flowing in. Is that what I'm
trying to create now? Let's create another
one. But there's a lot of gap around this part, so we need to cover that
up. This is way too long. Skew this down.
Leave this up. Okay. Bend this in needs to respect what you
already have in here. Get this down. Okay split
some more one down here. To long, scale this down. Scale this down. Okay. Then force this in you kind
of follow this a bit tightly. Get this in. Okay. Let's do another one. So come down, that going keep adding downwards
and then scaling them down just to force it to re pet let me scale
this down some more. So generated a kind of follow a particular
direction to it Okay. Let's do one more around. I think for the most part,
this should be fine. Okay, we have space in here. Let's do one around here. Okay? This should be
forced in some more. Okay? You need to do one extra one. Let's do extra one around here. Scale this down. Make
sure this is flowing in. Okay, you should be fine. I believe at this point we mirror mirror this
to the other side. Let's first generate some maze in here. Let's see where we get. Obviously, we need
to do some cleanup in there, but for the most part, we noticee see we're capturing the essence of this
very much, which is fine. Okay. Then I want to go
to my selection too. Let me select all of this. I select this. Select this select this also. I need to kind of leave them out a bit more like so
and run this again. Right. I think this will be fine. We can make this
work. This is fine. Let's mirror this
to the other side. Let's select all
of these guides. Let's do a mirror
to the other side. Let's run this again. Okay. So, obviously, we need some airs
on the center part, but for the most part, I think this is working
absolutely just fine. We want it All right. Let's hideide this. But I think we need some se force this down. On this lower part, need
some se to force this down. Let's just see. Let's see. Let's create some
more down here. Let's do you have
guides in here already, so I don't think that would be absolutely
necessary, though. Except otherwise. Let's create guys in here
that flows down some more let's get the directionality
of these exhibits off. Let's just get this up first. Then let's use our scale two. Let me extend this
out some more. Let's use our scoptinbush two. I'm begin to deform this and get this in place where
we need them to be. Okay. Get this down, right, get the bend this way. This way should be
fine. Get this up. Alright. Need a bit more. Let's do a bit more. Let's do one around here. Okay, maybe not. Can do on one side and then
mirror to the other side. Let's just do one on this side. Then get this out. This should be longer
than it is right now. Extend the lens. Okay. Let's see what we're
getting in here. Okay. Straighten these out. Pull this out some
more. All right. So let's keep going down. Let's go down around here. Okay. I think that one
kind of takes a good spot. That takes a good spot. Let's
extend this out a bit more. Extend this this way. Okay. Let's add another one down. Yeah. I kind of respecting
everything down here also. So let's go to our
selection two. Let's select this Okay, and select these two also. Let's mirror this. Okay. Mirror to the other side. Yeah, this one is just way
too close to themselves. So I need to delete that one. Let's add some in the center. Let's get some in the center, especially somewhere
around here. Get one in the center. Let's use a sculpting brush to
elevate that out. Then we're going to scale
this out some more. Okay. Get this down.
Get this down. Straighten this out a bit more. I think we need to scale
this out some more. Okay. Let's straighten this. Let's elevate this
out some more. Okay. Let's give it some
direction in here. Maybe move this
this way, this way. Go back to add some more guide. Set another one around here. Okay. Even though this is not going to be
visible on our camera, we just need to kind
of make sure at least we get something interesting in there
at the very least. Let's move this this
way instead. Okay, out. Then we just do one
last one around here. Okay? Let's bend this. Let
me straighten this out. Bend this this way.
Straighten this out. Get this in some more
straighten this out. I think pretty much like so
should be should be fine. Maybe one around here just to
break the uniformity of it. Okay. Get this out. So this should break in the directionality of
it a little bit more. You should just
break this. And I'm going to mirror this
to the other side. Let's mirror it to the other
side, just the selected one. Is it mirror to your other side? I believe so. Okay, so let's
generate let's see here. I think I need a fewer one
in some fewer ones in here. So I don't want this
to kind of look messy. Let's bring back the air mesh. Come on. Select, why can't I select Object mode. That's strange. I'm unable to select any
of what we have in here. Can't set anything on
my outline right now. That's a bit strange. Okay. Okay. Anyways,
let's just carry on. Maybe if I close, it's
an opening top again, I should be to select that. Yes, yes, may I remind
you Egens quite buggy, so we might be experiencing some weird stuff
happening in there. So it's completely
normal actually, normal. Weirdness in there,
completely normal. Egen can be a pain
sometimes to work with. Okay? I need to mirror
this to the other side. Alright, so let me save this. No, no, do that. That's our selection
to save this. Let's generate some as in here. Let's see. Wow,
that's just great. I can't even generate
as in here anymore. Not even sure what's
going on right now. Let me take this down
to that instead. For some strange reason,
I can't generate in here. That's awesome.
That's just awesome. So like I said, eigen
is quite boggy. It's quite boggy, sometimes can be really annoying
to work with. Let me save this out now. Just like absolutely nothing's
working right now in here. I don't want to
select any of this. I can obviously coped in here. Okay. Strange. Anyways, let's save this. Let's see if you add modifiers
in your if that will actually jump start it to work. Generate. I can't even see
preview show you now. Save. Generates. Absolutely nothing
is working right now. Fantastic. Anyways, I want
to save this lesson for now, and I'm going to close this and come back in
the next lesson. I'll see you guys in next
lesson. Bye for now.
15. 14 Pt 1 Long Hair Density Mask In Xgen Maya: Okay, welcome back guys. So in the previous
lesson, we kind of worked on creating the air guides. Let me say this to EX gene. And then we run
into an issue where weren't able to visualize
the air generated in here. So I kind of restarted Mayer, so after restarting,
you want to go over to five set projects. And set the project on
that same folder sets. Then let's run this again. So now you can see how we can see you can see the s now
being generated in here now, which is precisely what we want. Okay. So except to fix some
areas in here as you can see. So that we need to fix. So let's mouse drag
this to the end, right? Let's see if Let's see if we
can select a few of this or we can better let's create Let's create
new guides in here. So creates a guide that comes
across you are not there. This should be Let's first get this up.
That's a bit weird. Okay, let's just use middle B and the middle mouse
screw to drag this out. This is the scoptin
to scop this out, should be out instead.
That's quite short. Let's extend this out a little bit more EG on the keyboard to go to
the previously used to. I should be directly in a Okay. Let's leave this up. Get this in here, something like this should work. Something like this should work. Let's create another one. Next one should be
around here also. Okay. Let's scale this out. Then use this scoped
brush. Scope this out. That's way to, pull this down. I think it should be
on the other side. So let's rotate this
roughly towards the middle. Your so should be fine. Eg on the keyboard. Let's get this out. Make this wider kind
of longer instead. Push this down. I think we're
getting something in here. So let's extend this out. I think I need to
push this back down. Do we have get this up? Okay. Like so up a bit
higher around the air. I think it should be quite
higher than the rest sort of, somewhere around
there should be fine. Okay. Bend this this way. All right. Maybe this way, stretch this out a
little bit more. Let's add another
one around here. I think I can just
rotate this this way. Okay. Let's get this up a bit, up a bit more. And let's run this through. Let's see. Come on. We're having the
same issue again. Why why does this
keep doing this? It's not pvaling
for us in anymore. This is quite annoying. Still not updating
the airs in here. No updating the airs. Doesn't really make sense
that I have to kind of close this every single time just to get airs generated
across this Okay. Though I believe this should
be mostly just fine now. Except maybe we create shorts. Let's create some
short as around there, actually. Scale this down. Let's just see how
much you can do before closing this and
opening it up again. Because this is not making working with Eg gen
enjoyable at all. This kind of rare
kind of experience this particular bug though, as not being visible. It
is actually a fest for me. It's actually a fest for me. But at least you know,
once we restart this, should they should start
generating as across this, it's quite frustrating
to have to close the software and open it again just to get as
running up in there. Okay. Restaurant again,
absolutely nothing. I don't know if there's
a way to even kind of troubleshoot this just
to make this work. Great. Now, we
can't even select. We can't even select
in year anymore. Fantastic. Save this.
Let me try something. Let me change my workspace to something else. Maybe
that should help. But I think the entire
layout is frozen actually. Entire layout is kind of frozen. I can't even change my I can't even change
my workspace in here. It doesn't isn't fun at all. Anyways. Anyways, let me save this and close this
soft and open this up again. So I always have to use the tax manager to kind of
shut this down completely. Show this down completely. Okay. I've opened this up again, and then as much as we're gonna getting cooler heads
around the other parts. Center part still
needs something. Let's see some issues we need
to fix in here, for sure. Let's check that in. Let's go back and then set
this project again. Let's set this again. Okay. That's fine. Let's go back to egg gen. Let's go back to Egg gen I think I think I'm going to
leave the sttes actually. I'm going to leave the
sttes on this preview. Let's add some shorter
es around there. I'm going to scale
this down by lots. Let's go back to egg
gen tab, drag this. We lost we lost I can't
really see the egg anymore. Let just hope it's not
giving us the same issue. Let me leave this
up. Okay. Like so kind of figure out the
endpoints for this. Okay, that's fine. Leave this up a bit more. I can see some gaps in here
that I need to fix. Run this. Good. Now, I kind of getting
something in here now, except I need to
rotate this this way. Then I think I can mirror this Let's mirror this
to the other side. I'm going to mirror
this to the other side. Update this again, can see how we're filling up
those parts now. Those parts are
getting filled up. Let's do one around just around. Scale way too much, scale this down by lots, rotate this up or out, whichever one you prefer
would prefer to use. Okay. Get this down this way. Okay. Bend this down, get this up, stretch this out. I think I need to mirror
it to the other side. Let's mirror this
to the other side. Okay. Let's run this
again. Okay, fine. Awesome. We're getting
something in here now. Let's do one in the center
again around there, scale this down, down some more. Let's lift it up this way out, shredg that out, kind
of feel this down. Okay, let's run this again. Fantastic. It's not
updating anymore. That is just great. It's
not updating anymore. Let's see this again. Let's see if there's something we can actually do
too not at all. Okay. Okay. Okay. Good. We have
something uniu. I think this should
work just fine. Save this again. So the next we need
to do is to draw out would be to draw out
our density marks for this. Basically, our density
map is basically all just drawing out regions around the head around the
cap to tell Egen where we want to be generating
out from. Just
16. 14 Pt 2 Long Hair Density Mask In Xgen Maya: Save this again. So the next we need
to do is to draw out would be to draw out
our density marks for this. Basically, our density
map is basically all just drawing out regions around the around the cap to tell gen where we want
to be generating out from. That's just basically
it. So I'm going to let's go over
here SIDs come on. The s are not even
hiding anymore. What is going on?
What is going on. Okay. Can I just get
this to just walk. Let me select all of this. I would like to get back in I would like to
get this back down. None of this is
updating anymore. That is just great.
Just get this down. Okay? I think I also have
to close this again. It's not really a
fun way to work, though, but what can I say? Egg gen, quite boggy. Nothing is updating any here. Let me save this again and
then just foreshot this again. Okay? And tags. Back in again, let's
set the projects. Okay. Set this to Egg gen. Let's
go to our Egg gene tab. Right, open this
up. Can we hide? Can we review? Yes, we can. Now let's pin max for this. I'm going to hide this for now. Hide that for now, then
I'll go over to my max. Let's open this
up to create map. So let's name this to long I like to use
all caps in here. Let's do long so
DE NS unders MAX. That should be fine. So I want to be on full
block to begin with. I'm going to set this
to 30 M resolution 30. Then I'm going to
click on Create. So this send us
to a black screen or black shedar aside for now. But that's completely fine. Now we can come to the options in here, double click on that. Set this to solid brush. So that solid brush. We want to paint full white. Painting this on full white
and then also on that stroke. I want to paint this
with symmetry tone down. So for this, you
turn on reflection. You can see how we can paint
symmetrically also in here. Okay, I need to take
down my bro size. Think there's a way to take
down this browse size. Yes, it'd be with the left mouse click to
take down the Brose size, us IB and then drag take
down the Brose size. So let's paint this
symmetrically. Let me use this as my
reference guide to kind of paint this a bit
more accurately. But for, you know there's
a center points to this, I'm going to create undo that. A center point
should be a bit far out somewhere around
here instead. Okay? Then let's continue
this on down here. Let's do this wife machine
I can see where the air is. And I'll do something like so. A cross a cross
downward like so. All the should be fine. Okay. Then I can
increase the bro size now and do more bigger
paint inside of this. Let's paint paints a bit
more inside of this. Okay. Like so. Let's fill all these parts up. Okay. Feel these parts. All of this. So
almost done. Okay. Yeah, this should be
fine. Now what you need to do is to blow
out the center part. So let me first reduce
the brow size by lots. Come in a bit close around this. Let's do something a bit
tighter around here. Maybe coming a bit close. Okay. Coming a bit close around
here should be fine. Then now let's go to our
block under dispense too. Let's go to block, blow, blow, blow, blow. Blow, so turn on blow. I want to blow this out. Sit should be one full
white, I believe. Let's take down our
brush size a bit more. And then let's just
blow out the edge. Just blow out the edge. This way should be fine. Okay? Blow this out. I think we need a bigger brush
size for this edge. Let's blow this out. Blow, because we want to smooth out
transition on the edge. So kind of create some kind
of feed effects around there. Let's blow this out also. Okay. So I'm basically blowing
out just the edge, the edge, Jane blowing in there. You always have this
issue in there. I don't know why. But
we can easily fix that. Let's go over to
of the reflection, and I'm just going to blow
out the center parts. Okay. Maybe even repaint
that actually. Go back to paint
paint for white in there freeze my browst
a little bit more. Okay. Go to blow
and blow this out. I think I might need to blow
this out, maybe a bit small, but let's see let's see, there's an issue in
here. Let's blow this. Okay. Checking around just to be sure everything's
looking correctly. I think this should be fine. Alright, so let's save this, so let's go in and then we'll
just click on this save. So you should update us quickly. Then we can go in and turn
up this wifi on shaded. Okay. I'll come over
to assign textures. That's way too much. Let's do fk assigned texture,
close, safe texture. Let's go back to
selection to click out. Let's temporarily
hide our guides. Let's see what we have in here. Let me close this. I think for the most part,
this should work just fine. Except maybe except maybe
you might need to let's see. I see an issue in here actually. I need to select let's
bring back our guides. I need to select all of
these guides actually. We can just rotate them
out a little bit more. I'll do the same
for the other side. Rotate them out a
little bit more. Then run this again
just to update that, that should be fine. Okay. Well, one thing is
certain though, we need more heirs in here, so we can crank this up.
We can crank this up. Let's do a value of CTT multiply the as we have in here something
like this, should be fine. Okay. I can see some
issues around here. Let me hide this for now. Let's dd this for now. I'll select Let me select want to be careful
not to add too many, because it doesn't
come too hard for you to adjust to basically these three I think I isolated
more than I need. Let's deselect all of this. Let's do this do that. I need to just leave
out, leave this out. So more. Come on. These three also leave this
out a little bit more. Run this again. Yeah, I think we should be
fine now. Okay? This seems to be fine. Okay. This this we can work with. Except one sing though. I can see how it kind of bends. I kind of bend out. So basically, I'm
going to select this. Let's go back to let me
move this out of the way. Let's go back to this. Brush,
increase the brush size. Let's just get a bend this way. Basically like
this, select this, a similar get a similar
bend in your soak. Okay. Do for the last one. Get the bend in here. Okay. Let's run this again.
Let's see what we get. Yes. That makes better sense. Getting a bend in there like
so. I'm going to select. Let's select this also
too and get that bend in. Get that bend in also. Okay. Run this through. For goodness sake, it's no
longer working anymore. Fantastic. Fantastic.
That is just great. Let me use MC this. I'll select this, select, No, select this, no, select this. And this, no this
17. 14 Pt 3 Long Hair Density Mask In Xgen Maya: Museum save this I select this, select No, select
this, no, select this. And this no this, come on. This I'll delete them, and I'm going to
select these three. And I have an internet
and selected, I'm going to mirror
this to the other side. Let's run this Oh, finally finally Oleting now. So yeah, something like
this should be fine. Let's go. It should be fine. So yes, in the next lesson now, we're going to go to or rather begin to use
modifiers in here. I have some pre made modifiers
in here that we can use. But let me add our
guides for now. Let me just visualize
this alone. Okay. Let's see how this works
with the entire body. Let's back the entire body. Okay. That's not the one. I think
it should be this DG three. Let's hide our scarp
for now, do that. Let's hide this cap for now. Okay? Need to turn off. This is visible through this, so I need to turn this off. The s is kind of
visible through this, so I think we don't
need this anymore. Let's that so this is
what we are getting. I think we need to make
some corrections to this. Let's make the guides
visible. This is the one. This is the one that
we actually need to pull out select that. And then I will just rotate
this out a little bit more. Okay? Run this through. Fantastic.
It's not updating it. It's not updating anymore. That's just great. Any select this Let's just
extend this outwards. So more. Okay. Can we run this through
again? We cannot. It's no longer updating. Okay, updating now. No guide for. Come on. Okay, it's updating now. All right. Then we need to kind of extend
this out of the skin. Csa is kind of
intercepting the skin. We need to extend that out. I think I also let me just look at our main reference
actually for this, I think, we need to bring some things
forward also a bit more. So it's just a matter
just the back and forth Until you get
this to look right, this, for example, needs to come forward and all of this
means pull out instead. Let's fix that. Let's fix that. Freeze br size by lots. Bring this forward. Okay. We have some other parts
selected that we don't need. Let me deselect that. I Okay. I can do this off
screen, though, but let's just do this
on screen in here. Let's just do this on screen, just to get everything
looking nice. Let's see, I think this. Let's do one at a
time, actually, just to make things a bit
more organized in here. Let's do one at a time. Keep selecting something
at the other side. Let's get this at a better
angle and then select that shade this down some more. Let's leave this
up around the air. Let's bring this
forward. Do that. Let's bring this
forward around the air. Okay. Let's see, leave this up. So this should be a bit
forward, get this down here. So it just takes a
little bit of time just to properly get all of this
where we need them to be. We select that Okay. Get this up. Move this forward some more. Alright. I think you need to bring
this for the other side also. We already have one forward. Let's select this and
bring this forward also. Okay. Like so. That should work. Now, all of this for
all of this kind of interpenetrate we
need to fix all of that. We can just come in here and select all of
this down here. So you are one of two
ways of doing this. You can actually push this out. I think pushing this
out is way better. I need to deselect and do that. Go back to the selection too. I need to deselect this, select this select this, H down control and
select all of this. Okay. Then we can easily pull
and push this out, right. Okay. Now there are a few that are still in the need
to adjust also. This, for example,
let's get this out. So it's not really a major
issue to kind of fix, though, just to select them
and get it out, select and just get them out. Okay. Select this to get them out right. I think this should work. Okay, there's still one in here. Select this. Pull this out. Move this even this
way. All right. Still some step
penetrating into the body. Let's select this they select do that they select
this, they select this. Pull this out. Let's see, I think we should
be done. We should be done. Let's run this come on. Come on. Oh, finally. Finally, we get something out. All right. I think some of the as not following I'm not
really following this. Not really following
this, so we need to select these three, bring this forward some more. Run this again. The
need to follow up. We bend this forward. So more. Run this again. Same also in
they're not following up, so you need to make
them follow up. Let's move them
forward. So more. Run this again. All right, believe
in a good place now. So the air should be to
be completely covered. So let's get this completely
covered in the air. Okay? A bit more in front. All right. Let's do the
same for the other side. Let's get this
covering the rather move this closer this again, maybe close around these parts. Okay. All right. Bring this forward. Now, this one need to lift up some more. A lot of corrections everywhere just to get this to look right. Okay. So you need to do
this before we start adding modifiers in
here, very important. This needs to be in place
before the modifiers select most of this and bring this kind
of at a good angle, get this at a good angle, push this in closer
Run the again, extend this out a bit
more from this again. Okay. Almost done. All right. Run this again. Okay, I think we're
in a good place. Live in a good place now. All right. So now let's add this guide. I don't know if I
need to increase the density of the issuing here issuing here, let's
bring this back out. I will select all of this and
push them down some more. Let's get them down some
more. G on this again. No, I think that
was way too much. We just need this on the edge. Let me reduce the blow size. Just need this on the edge. Okay. Run this again. Come on. I think I'm grabbing more
than what I need to. Let's just grab this in front. Okay? I get this down. Run this again.
Here's much better. Let's do the same
for the other side. Now, I think all of this you can actually do offscreen boots. Let me do this on screen
so I can do that, that is moving something else. Okay. Run this again. Let's do just one,
especially this. This one needs to
go in some more. Let's pull that down
down a bit more. Run this again right. Okay, I think this
should be fine. Save this. The next lesson, we're going to go into
creating modifiers for this. I'll see you guys next
lesson, bye for now.
18. 15 Pt 1 Long Hair Modifiers In Xgen Maya: Okay. Welcome back, guys.
So the previous lesson, we kind of worked
on the des DMX, and then we started making some adjustments to
the guides also, too. So now let's work on
modifiers in here, so I already have a pCT of
modifiers to use in here, so I'm just going to use that to speed up the processing here. So yes, so let's go
over to modifiers. Let's open this forwarder
icon load user. So I have one in here. I'm going to start
with the clumping, so Asian Long clump one. Okay? Let's add
our guide in here. Like guides. Let's see. Alright, so I think
this should be fine. Then I'm going to go
over to set maps. Already I have a preset in year. I'm going to generate that Click conceive so that should run through and create
something like this, which is actually quite
scanty everywhere. I think I may need to
adjust this actually. I need to adjust this. So this is not giving me the precise
results I'm going for. So let's adjust this a bit more. So this is the root. Let's raise this up.
Let's raise this up. So more Like so something
like this should be fine. I think we have you know, we have some issues around here. Let's see if there's something
we can do about this. Let's hide all of
this. Add this also. Come on, now, come on. Okay. Ah, great. Let's review this cow. Okay, so you can see a
few of these popping out. Let's select otter
selection to select them. Okay. Yeah, yeah, this is pulling out. Let's select this. Come on. Is out, it's select just one. Okay? Leave that
up up some more. It's like there's no end
there's no end to fixing this. Just necessary fix. We need to kind of get this working accurately
as we need it to. So let's just make sure Let's just make sure we nail
the correction for that. Select this, get this
up a bit higher. Okay. All right. Feel like we need more in or
something or more guides. Let me select all of
this. See the something we need to pull up, push up. Let's give all of
this a boost up, some more run this
through again. Yeah, much better.
Definitely much better. And I think all of this in here, you need a little push up. Just a little push
up would help. A little push up. All
right. That's fine. Alright, so moving
on. Save this again. Let's go in and add the next. I think this needs to be
flowing a bit more anyways. Let's go in and add. I feel I should lift this tip
up a bit more for lumping, you, not way too
much, way too much. Let's get this down
a little bit more. A bit more. Okay, a bit more right. Let's guides. Okay. I'm seeing some penetrations
in here that I need to lift some more like
this for example. This for example, I need
to get up runs again. Okay. Let me go back to my
reference in here. Okay. I feel like there's
a need to add more to make this
a bit more dense. Let's go and add more
density to this. Let's do 90. Let's run this again. Go back to our selection two. Let's run this again, generate. Okay. All right. Now let's
go over to local user. Let's add a second clumping. Set up, generate,
run this, save this. Okay this is
actually a bit much. It's actually a bit much. We need to adjust
this a bit more. I feel like I
should don't scale. All of this year, I think I
should scale select this. I feel like I should
scale this down. Scale this down again. Okay. Hide this for now. I think we need to
select a few more. Select this on the other side, scale this down. Some more. This, for example, I
need to select this. I need to move back
inwards a bit more. This needs to push
inward some more. Undo that. This leg,
this on the other side. Okay. We need to definitely repeat the
same thing across here. The leads. Okay? Scale this down, no, no, scale this down. Undo that sets in
what I don't need. The select this,
they select this. Scale this down. Okay, select select this
selects selects Come on. They select this. I Okay. We need to scale down. Let's scale this down first. Scale this down some more. Then fold that in. Fold this in a bit more in here. I'll select this
scale this down. Push this back in here. This needs to look as accurate
as we possibly can get it to be bend this in. Okay. Feels like somebody
is not of going in. So let's leave that up. See here also. Oh crap so many issues in
some places now. I think we should be fine. Okay, save this. Save this. All right. So for this clumping too, I'll need to leave this decide the guides for now. Okay. I see feels like there's
an issue in here. So articular piece
spicular piece.
19. 15 Pt 2 Long Hair Modifiers In Xgen Maya: Et's get this part out. Okay. Run this again. Okay. Forward. Is like a never ending process of trying to get all
of this to look right. We have the same
one, the same one. Okay. Yeah, I think this would
be slightly better. All right. I think to actually
kind of force this to follow the part
a bit more would be to go back to the primitive and then
let's upscale this. Let's use the value of 50. Okay. See some of this pushing out. There's something here
I'm not supposed to have not supposed to have
this pushing out this way. So just to figure
out where that is. Something is making
it push out that far. I guess I you select this, select this, delete
that less sing. Sometimes it can be quite
difficult just to get this. Just to get their
kind of follow. Follow our guys a
bit more accurately. So it probably just be
in a position whereby start fighting it
and try to figure out where diminish
is coming from. Because from the way
it is right now, the guys actually
where they need to be. This is just scaled
that way too much. Let's see. Let's
select these two. Select this. And I'm going
to shrink them down by lots. And then let's run this twig.
Let's see without fixes. It doesn't fix it, so
you can still obviously see's pushing out this way. It's pushing out in directions. We're not supposed to
have them. So it's either one of two things
going to create more guides, of force that to follow
partar direction. So I think I'll need
to do that instead. Let's force that fully
particular directions. I'm going to create one not as big as this or as long
as let's scale this down. So basically now trying to force the to follow
particular parts by using guides to kind of make sure it's full on
a specific parts. Basically parts we want you
to kind of flow through. Okay? I see an issue here. Get this down. Okay. Get this done at the tip. All right. So we need
to definitely create some more guide just to force
it force it in respect. It's a particular path
in the scale this down. Okay? You should undo that. I think my scale is way too
much for the bros size. Let's force this down and going to test this to see
if this is respect in it. Okay? Still not respecting it. It's probably an issue, though. Okay. Let's see. I'm trying to figure out where that major problem
is coming from. Because for the most part,
it is actually short. It's at least short, so it's not kind of interp kind of
pushing outward on this edge. So not entirely sure now where that major issue
is actually coming from. Because I think a base going to force this to be in a paler flow in a butler direction. For
some reason, it's not. Let me delete this. Maybe
that's just the one. Let's delete it. Run
this through again. Let's see. Okay. We still
obviously have that in here. Though there are a few ways
of fixing this. Let's try. I was not supposed
to use this method. The boiler just use
this method kind of kind of force it to kind
of follow this a bit more, so I'm going to go
over here and let this believe select primitive. I'm going to select all of this. Okay. I select this also. And I'm going to click on
this to kind of delete that delete that Okay. I All right. Let's hide this. We still see more a similar
issue around here also, too. Let me select this. Let's go over at
selection to select this. Select the incident
on the other side. Use the tat two and kind of
rotate this in a bit more. Let's select this also, select what we have in here. Use the Scope two.
Kind of scope this in. Let's update this.
Let's see what we get. Now, no work. We're still
seeing this issue around there. Fantastic. So let's just go and then use select
primitive and then just select all of those and lead
that Hold Shift select this. Hold Shift select, are disecting
a few moneybs clickous. Let's select all of what
we need around here. Let's delete those.
Get a bit close, select this, delete those. Okay. I think we can continue
on Go back to modifier. Let's add guides. Okay. All right. Let me add this for
now. Let's bring out the points. Let's see. Okay. Let me see. Let's add
one long points in here. Let's make this quite long, as long as the others
see if by chance, if this is going to actually
force things to be in place. Let's update this. Fantastic. There's no updating anymore
now, for some reason. Come on now. For some reason, it's
no longer updating. Great. Now, we have to close
this and open this up again. Would this do anything? Nothing is updating anymore. Anyway, let's save this let's close this and open
this up again. Okay, load this up again. So let's go and set a
set project for this. Okay. Then I'll just finalize and then add some
motor modifiers to this. So egg set eggen in here also middle mouse
drag this to the end. Let's add the guides. Okay. Let's go over to modifier. So next modifier I'll
need to add in here would be let's go over this longer. You need to add coil in here
though. But that's clumping. That's clumping, so I don't
think this needs any coil, so let's add add noise. Let's add noise to this just
to make this a bit noisy in here. I see issues around
20. 15 Pt 3 Long Hair Modifiers In Xgen Maya: This for now. Let's bring
out the points. Let's see. Okay. Let me see. Let's add
one long points in here. Let's make this quite long, as long as the others
see if by chance, if this is going to actually
force things to be in place. Let's update this. Fantastic. There's no updating anymore
now, for some reason. Come on now. For some reason, it's
no longer updating. Great. Now, we have to close
this and open this up again. Would this do anything? Nothing is obten anymore. Anyway, let's say this let's close and open this up again. Okay, load this up again. So let's go and set a
set project for this. Okay. Then I'll just finalize and then add some
mod modifiers to this. So egg set eggen in here, also middle mouse
drag this to the end. Let's add the guides. Okay. Let's go over modifier. So next modifier I need
to add in here would be, let's go over this longer You need to add
coil in here though. But that's clumping.
That's clumping, so I don't think needs any coil, so let's add add noise. Let's add noise to this just to make this a bit noisy in here. I see issues around here. There's always just
one issue to fix. There's always one
issue to fix in here. That's where is the
issue coming from okay. This is where the issue
issue is coming from. They select all of
this. The select this. They select this. Just leave
this up just a little. Robin you should get
those parts filled up. Okay. Maybe lift this
up a little bit more. Okay. Yeah, that should be fine. Now, freak me out,
so. Let's see. I think it should be
this particular piece. Let's use a brush and
get it out some more. Okay. I think there's one
more selects selects. Let's get this two out. So more let's run this leasee, please don't do this. Oh, great. Finally. Yeah, I think
this we can work with. All right. This
we can work with. I think the noise for
this is just fine. Noise for this seems fine. Let's our guide. The guide for this. Okay. And let's see what
else we can add in here. Let's go in. Local user. I think the last one would be Long CT A some code modifiers for this most of these are
notes on the same lengths. Something pretty much
like this should be fine. Something
bugging me in here. This is part low.This
is bugging me in here. Although we have
something that's kind of forcing this part here, force it to kind of
conform to the shape. Should probably do one more. Let's do one in here. We length of dt,
continuous length of darts, scale this out, rotate it this way, use this kind of
make it conform to the shape actually in
there, leave this up. Okay. Get this down. Let's see what we are through. Thion't do much. Maybe,
probably not. All right. Let me this again.
This part feels like it's something is
missing in here. So let's do one here. This I'm going to scale
this down by lots and then move this up this
way up a bit higher. Let's run this through again. Oh, come on, please walk. Please walk, please,
please, please. Ah. Oh, not again. Not again. Can you please walk? Man, I guess we have
to close this again. Great. Great. A great. Save this round this again. Nothing. Anyways, let's save this let's close and
round this again. So back in again, set projects. Let's set this to the folder. Okay, so EgEgggen
drag this to the end. Let's hides Let's
hide the guides. Okay. And then what else can
we do in here actually. So let's do Let's add scalp. Let's make this visible. Okay. I think this can actually work. This can actually work. I just feel like it just feels
like something's missing. There's always something.
Looking at this now, I feel like something
is definitely missing. Something is definitely missing. I can't just seem to
just let this go. Forgive me. Probably
I'm a perfectionist. I want to get everything
to look perfect in there as much as I can
actually, as much as I can. I don't see if I can get this
to look absolutes in there. Anyways, I don't see this
I can push down, no doubt. Okay. Maybe just maybe at the very least I can
get this to look as perfect as I want to see. Okay. Let's side this. I'm sure you guys get the idea. You can keep working on this and then get this to look right
the way you want it to. So I see an issue here. Las for this get
this down through. As for the most part, I think
they should be just fine. For the most part, they
should be just fine. All right. Okay. I feel like I should be
covering the air for this feel like I
should be covering the for this way we
can make this work? Simulate this again. Okay. Hi, this save this. I think that's
pretty much. I don't think there's anything
else you need to add. I think I messed
this part up again. Let's see. This piece, let's get this out run. Okay, at the very
least at the very least get this back out and
up some more on this again. Okay, that should work. All right, so let's
check modifiers in here. So that's basically
everything in here though. This is everything we
need to add in here. So next we're going
to work in will be the eyebrow and then
the eye lashes. So you guys in next
lesson, buy for now.
21. 16 EyeBrow Xgen In Maya: Hello. Welcome back, guys. So carrying on from
where we left off, so we're supposed to be
working on or rather, we're going to be working
on the eyebrow now, okay? So let's go right into it. So I'm going to, first of all, hide my main hair. Then let's hide this. Let's go back to a scalp, make that visible
hide this scalp, bring out the eyebrow
lashes scalp, okay? And I'm going to turn
on this air mesh. Then I'm going to actually
separate this out. So sheet right like old. Let's do separate. I'm going to going to
hide this at the back. This is all we need. So this is what I need in here,
right? This is fine. All right, so I'm going
to select this scalp. Then we'll go over to primitive. Then on that
description up here, click on create description. Okay. So should This
should work just fine. This will work just fine. This we can use. Okay. So I'm going to rename
this description to I. Let's do a caps in I Brow
underscoe DESC, I description. Then I want to create a
new collection for this. This collection should
be I I underscoensco, ahs collection to CLL. Okay. Probably is a no name for this. So let me just name
this to I Scalp instead collection. That
should be a better one. Put on DSC in between.
That's a better one. Spline, randomly across surface and placing and shipping guide. Click on Create. So automatically, you should get a new collection in here. I still bringing
back ASCAP rodder. So let's go back into
the cocicalp collection. I'm going to turn that off. Let's go back to the
IS cap collection. Okay. So this selected now, let's go over, click
on the art guide. So these are the reference we're going to be
using for this. Let's getting close. So I already have a blockout based on this mesh
we have in here. So this I'm going to use, kind of set up my guide. I'm going to click in
here. Okay, that's one. I'm basically just going
to block this out around here, so, do that. Let's go a bit
higher around there. Then at this point, let's do something
somewhere around here, here, also at this peak. Okay? Then we can go around here. Then lastly, yeah. Okay. No worries. Once
we're done with this part, I'm going to flip it
to the other side. I think this should
be fine for now. So now we can go in and then
hide let's hide this now. And let's work on moving our guide just to make
sure it's in place. So let's go to the
sculpting too. I think I need to take
down my brow size. Take down my bro size for this. Okay? I think my browsiz
is way too small. I don't know if I should
make this longer, though. Let's first bend this in place. So the idea was just
to bend this in place. No, not this. Let's make sure we're selecting
just this for now. So it needs to be closer
to the skin by a lot, like, very close to the skin. So let's make sure we're getting this close to the
skin as possible. Okay. This one
should be let's get this around here
closer to the skin. All right. Let's go
to the next one. E g on the keyboard to use
the previously selected two, which is ascope two, move this this way. So what to make sure I cannot fall in the same
directionality for it. Move this closer to the skin. Okay. Bend this over, like so. Select the next one. Let's bend this this way. Get this at an angle. This should most
likely bend this way. We should be closer to the skin. All right. Let's go to the
next one, select this. This one should be
looking upward this way. Get this closer to the skin. Okay. Let's get a bend this way. Like so should be fine. Okay, go to the next one. The would bend similar
to the other one. Let's just get this roughly
on the skin, cove this way. All right. It somewhere am
just should be fine. Okay. Now, for the top ones, the top ones needs to even be shorter than it is right now. But anyways, let's just get this in the directionality
we need it to be. Okay, closer to the skin. Alright. Next one. Let's get this bend this over this way. All right up a bit
more up a bit more. This way. Okay. Bend this way, make this
closer to the skin. Right. Okay. Somewhere around there
should be just fine. Okay. Next one. Was going to add
new ones in between though? I think I was going to kind of shorten out most of this also. But let's make
sure we're kind of capturing the direction for it. O bits. All right. All right, so the last piece. Okay. Let's get this way.
Close out to the skin. All right. I'm going
to select everything. Let me start by
selecting the top piece first. The top piece. I'm going to shring them
down a bit more a bit more. Get them out some more. All right. That should be fine. Now, select the slower ones. Select the slower
ones, select this. Okay? Let's scale this down a little bit more
a little bit more. Like so should be fine. Okay? You're into the
skin way too much. Let's leave this up a little bit more. Like so should be fine. Let's make sure we're
saving our file. All right, so, move on. Yes, let's now add
a few in between. Let's add a few in between.
Let's do one year. One year or so. Okay,
this should control. Let's go back to
our sculpting too. Let's bring this out
a little bit more. It's way too into the skin. Select this. Bring this out. Okay. I feel like
it's way too short. Feels like it's way too short. This bend it this way. Okay? Select this teat it
this way a little bit more. I'll select this too. Let's scale it out some more. Alright. Okay. Let's add one around here. All right. Okay. So let's mirror
this to the other side. Let's select all
of these. A guides and mirror to the other side. Alright. Okay, maybe add a
few more one year, that's in bit too much.
Let's get this out. Okay. Let's add another one
roughly around her, roughly around year or.Rpeat
the same on the other side. I too much, leave this up. Okay. Let's add one, add one. Now let me leave that as it is. This we can work with. Let's go to our scoptinTG
this out a little bit more. Now, this one is just directly
buried under the skin, so let's create some
space around there. Okay? Select this, move this
towards the skin, pret some allowance in here. Okay. I think this should
work. Let's save this. Let's generate some
as out of this. As all over the place. Let's
make some corrections to. I think this should be 0.01. Then this should be 0.71. Then this should be 0.76. I think I hit something. Let's put this again 0.76. Okay. Nowadays all over
the place because there's no marks to kind of make sure we kind of get
this where we need it to be. Let's just see where
we have IDs for now. I should create some
more guides in one year. Okay? Okay. I think we should
be able to work with this. Now, let's paint some
density marks for this because we don't want this appearing
all over the place. We want this to appear on specific region specific region. So let's go over to
density marks, create map. So painting this a full black
starting starting points. Let me say this
resolution to 40. Then this should be I brow underscore DNS
density underscore Max creates Okay. Let's double click on this. Now, why is it not
going into that? Supposed to be getting
something in here. Something doesn't feel right. Something doesn't
feel right in here. Let's go back to selection. And let's go into the
paints. Yes, better now. So going into the paints
to now we can Fantastic. Fantastic. That is just great. This are first scratch,
though, but that's fine. Let's just reopen. Okay, let's reopen this hope. Let's go back and then
set our project again. Sets. Okay. Let's go back let's go to
our workspace and change it to gen. Eigen. In a middle mouse screw drag
this all the way to the end. Eigen, our description
is in the one thing we lost though is the density
map we created, that's fine. That's fine. We also lost the setting we had in
there because that's like our lasive Let's just go in and then impedo
setting again to 0.01. It should be 0.71. Then 0.76. Okay. See if you say again. Now let's create another
density map, create map. Black 40 brow underscore DENS underscore
Max creates Okay. Let's save this. Just make
sure the map is being saved. So save the map now. Come in a solid brush. So we want to paint as
white in here first. Let's do this on wireframe
on shades so I can actually see more or less like the landmark of this shape a bit more not just full black. Alright, so that's fine. Let's paint at full white. Let's reduce our brush size. We need to paint
this with cemetary tundon so let's go over to rock reflection that is fine. Let's make sure our reference
is visible in here. But I've already kind
of used my guys, my gen guides in here. It's kind of give me an idea
where she paints this in, but I need to reduce the
blow size a little bit more. So for better precision in here. So let's go Looking at this now, think, let's go up here, connect this down here. Okay? That's fine.
Let's go up here. Make sure we connect this
accurately as possible. Close this in here. So it's also affecting
the other side. That's fine. Yeah, there are some discrepancies in a few places though,
but that's fine. Let's turn off
reflection for now, so we can kind of
fix this without having to mess with
the other parts. Okay? Then we can turn
on reflection now, increase the broad
size a little bit more and fill up the insides. Okay? So this should be fine. Then now we need to
blow out the edge. So let's go can actually
shift and do that, but afraid afraid to is kind of come in
and leg blow instead. Leave intensity are default. So now we can dig
down the bros size. Let's take down the bro
size a little bit more. You still have sharp edges
in the though but let's just blow this out this way. Okay. So you don't get weird
edges across this. All right, up here. Okay. This is affecting the
other side, yes, it is. That's fine. Okay. All right. I think
this should be fine. Let me get in a
bit more blow out. This should be
more or less fine. Let's see sine textures in here. I don't know if this actually
does anything though, but let's just a sine texture and save texture. Let's come in. Let's come back into egg
gen tab and then save this. I've saved this now. I can't
really see egg generated in here now until we increase this. So let's first save this. Save now. Go to selection. Turn on wire frame and
shaded. Let's increase this. Yeah, I think this is perfect. I should work just fine. This is perfect. I worked just fine. So you can come back into
let's hide our guides. This is actually quite nice. So just basically I need to increase this a few more times. Okay. Okay, now I see how
preview go to preview. Can't see this sees
on the other side. Let's come back to preview and then turn off only
primitive in view. That should bring
back the other side. Yeah, so this will
work just fine. So now all we need to do is just to add modifiers to this. Can we do this in
here? See we can. So I already have
a modifier that I can use my preset in here. I want to use my preset in here. So go on to this
local user, I think. Can I use any of
this one, though? Any of this will work just fine. Um, let's use let's just
use this eyebrow in here. So we have eyebrow clumping. One, select that. So go to set Map
generates, sieve. Okay, we get something
in here now, which is quite similar to
what we already have in here. All right. Except I don't want
the clumping, okay? I don't want the
cumping to affect. Let me delete this. I don't want the clamping to affect
too much of the roots. So let's extend
this up a bit more. We get this down, you can see it's affecting
more of the roots, but we don't want that, so just a little of the roots
should be just fine. I think somewhere around
there should be fine. You should be fine. Okay. Alright, so let's
go to the next one. Local user clump in two,
setup map, generates. Okay, save this. Whoa, whoa, whoa, whoa, whoa, whoa. Feels like a mess. You know, trying to
delete this delete this. There's a lot happening in here. There's a lot happening in here. Let me say this to one. Okay? That should
feel a lot better. W this affects more of the tip. Maybe not so much back
in year should be fine. All right. Get
this up some more. Yeah, I think this
should be a good one. It should be a good one.
So let's go back in the local user eyebrow noise. Yes, let's add some
noise to this. Just a little noise
reference we have, there's not so much
noise in there, so I think we might need to
take this down even more. So basically, to do that, just come over to the max and then reduce the
value for this. Let's reduce the value for
this. Let's use something. Let's even use one instead. So just a tiny bit of
noise should be fine. Then let's use CTs. Let see CT Anywhere, so you should have variation
in heights in the Okay. I'll save this.
This should be just fine. I think this
should be just fine. So the next thing
is to go over and then go over and then work
on the eyelashes, right? So I'll see you guys in
next lesson. Bye for now.
22. 17 Eyelashes Xgen In Maya: Hey, welcome bad guys. So in previous lesson, we worked on creating the eyebrows. So today, let's work on
creating the eyelashes. So to do that, let's
go to primitives. So I'm going to come
over to description. Let's do let's
create description. Oh, yeah, very important. You need to select this cap first, then create description. So this description
should be eye lashes. So let me use your caps
in here, eye lashes. Okay. So on description. So we need we need this
description to be in the ISCA pection that's fine. So ply randomly across surface, placed in
a shipping guide. Now click on creates
so we are in now. So next thing to do is to be
to create guides in here. Let's go and create
a past guide. Let's do something
somewhere around here. Okay. I'm going to
create one at the end. Let's do one at the end,
somewhere around here. Okay. So now we face first, not as
creator, let's cut it now. I'm going to bend
them in shape first. Let's get them bent in shape. So this one should be I'm
going to leave them at this length actually because she has really long eyelashes. Most likely artificial
lashes in here, so let's get this bent this way to increase the
bro size a bit more. Okay. Get the bend over this way. This is what I'm
doing is because when I add some in between, it's going to kind of
interpolate in between them. I think I need to add one
in the middle, though. But let's select this and
then get this up this way. Okay? See, I'm trying to see if I need to extend them out a bit, make them a bit longer.
Maybe not for now. So let's go and add
one in the middle. Yeah, it's already interplating in in between themselves
already, so that's fine. A work just fine, so let's add another
one, one year. Okay. Maybe just maybe one in between, or so, something like
so should be fine. Now, let's create another
one for the lower parts. So I'm going to start from year. Then this to bend
need to bend this. So let's create
another one also her. Then we can bend this in place. This is not supposed
to even be as long as the top part of shrink
this down some more. Let's get them in place. Let's get the shape
in place first. Then we can and you can easily
string them down later on. So they should be
bend in this way. All right, so I'm going
to reduce the size now. Okay. Let's shrink the
size a little bit more. A little bit more
should be fine. Then let's clear this out. Let's go and add some more, let's add on in the middle. Okay, down is bending up. We need to kind of
force this down, but it's kind of taking
up the length now. It's taking up the
length. Maybe extend it out a little bit
more like that. Taking up the lens, which
is precisely what we want. Up a bit more. Right, let's add some
more. Let's add one. So you should more or less
interpolating between them. This will need to bend
down some more Okay. Let's do a few more. Let's do a few more. Do that up here around one around
there also should be fine. I think we need to
bend this down. Let's get this bent
down some more. All right. I think they should be fine. Then let's select all of this. Let me select this,
rotate it this way. Select all of this. Let's do a quick sieve before Maya does what it does best. Specially when
working with textian. So let's mirror this
to the other side. Alright, so this should be fine. Looking at this nasty
feel I need to extend the top one a bit maybe make scale them
out a little bit more. Maybe. So let's
just scale them out more should be a
bit more obvious. Like, so should be fine. I'll save this. Let's go in. If we generate some
as in here now, should grab them
all over the place. So let's adjust the setting
for this so zero points 01. Okay? Then set this to zero points 71. Then this should be 0.76. For us ncoetin let's confirm. Yeah, I'm using
nottin Nico cetin for this. So let's save this. The next thing to do
would be to draw out, let's increase this a bit more. So next step would be to
draw out our density max. Let's draw out density
mark for this. Let's go in the create map. It should be black, and it should be Is Ilahis underscore DNS underscore Max
creates Please don't crash. Okay? Let me start by saving this. So we know I can
save that map now. Then let's do wire from a
shade so I can actually see the landmark of this
a bit more accurately. Then I'm going to reduce the
bros size a little bit more. Like so should be fine. And let's paint where we want our airs to be
generated out from. Oh, I need to sell
this to whites. Go back to set up
in a solid color. Let's kind of float feel
this with black again. So float paint with black. Drag this. Come on. Float paints. This
is a bit strange. Okay. Oh. Oh, my bad. So colours
are actally different. This one is just for painting. This was actually
where we need to flow feel so let's change
this to black and then this should
work, this work now. That's fine. So
now painting full white in here with
a solid color. Get this up here. Okay, so let's take down
the browse size again. I think this size should
be fine. Then let's paint. Okay? Paint over and across. All the way there should
be fine. Oh, my goodness. Okay, fine. Awesome.
I thought I was not paintings reflection Tundon so good thing we have
reflection tundon. That was a close
one. So moving on, think, let's go under this
paint for the lower parts. Now, let's paint this
again across this way. Okay. All the way,
should be fine. I don't necessarily think I need to blow this out, though. So let's save this. Let's turn
off wire frame and shaded. Okay? Assign texture if the
athlete does anything. Save texture. Go
back to selection to click out. All right. So let's now increase this me a bit more way more than
we have right now. I'm also going to make
this slightly ticker. Let's make this slightly ticker. Let's use sort of 0.0 and
let's use 0.03 instead. That's way too thick.
Let's use 0.02 instead. Okay. Let's temporarily hide our guides and make sure
we cannot crank this up. I think my value is actually
way too high, though. Thickness tif is way too high. Let's do 0.15 instead. Okay. Now, the density, we need to crank it up the
value is a bit more. Let's make sure,
let's start this off. From this again, you need way more than what we
have right now in here. Let's double this 200. I think we need a bit more. Let's go 400. I still feel like
you need a bit more. Steve, you need a
bit more in here. Whereas, let's do
500 or 550 instead. Okay? Yeah, since that feels
just about right now. Okay. So now let's go over to
modifiers, save this. Let's start using some
modifiers in here so. We have, let's see, it's quite a lot in here
though Abdo Abdo African male. Abo okay. Let's use this instead. So Elah is clump one, setup map, generates save let's
see what that gives us. Need to tighten this
a bit more actually. I need to be affecting
more of the roots. So let's get this down. Affecting more of the roots,
but I think it is way too I think this is way too small though do that. Come on. Okay. I think I need to
adjust these numbers in here. Let me adjust these
numbers in here. Let's do five generates. Maybe a bit small.
Let's do ten generates. I think I need a bit more. Let's go 20 generates. Save. Let's see what
we get out of this. Yeah, it's beginning
to feel more like it, but we need to let's some of the top a bit more the
lower part also a bit more. No, no, you need to get this. You need to remove this
actually. You don't need that. Yeah, this seems like it's
in a good place, though. But I think once we
definitely need this to crank this up even more. Let's do 50, generate, save. Alright. Okay. You need to tighten this up, this, set the marks to
one. Set the marks to one. So yes, now you can see it a bit a bit more
intensity in there. Bit intense though. So let's
spread them out a bit more. Okay. All right. I think
I'll need to go back to primitive and then
set this back to one. Alright. But yeah, this should
work. This should work. Let's see if we can
adjust the tip a bit more lighting this a
little bit more like so. Yes, something pretty much
like this should work. Okay. Now, let's add another one. Let's go over and add a second
clumping for this setup. Now, this one, I need
to crank up some more, so maybe use a value
of 60 generates, save. Something feels. Okay. Okay? This is working now, but I can't really see a major difference
in here, though, okay. Difference is not
so much, though. Let's break this trying to
break this up some more. So I think somewhere around
there should be fine. Maybe release, you know, probably let's see let's
see what we have in here. This should work. I need to go back
to my guys now. I see we're just going to bend this bend some of
these down some more. We need to bend some of
these down some more. Let's save this. So this should be bending
down a bit more, a bit more. Okay, maybe wood for everything. Let's select this also, too. Bend this down more. So more. Okay, let's
run this again. Yeah, I think we
should be good now. Well, yeah, one more thing we need to actually
do is to go back to this and then set
this up a bit higher. Let's use twin the CV counts. You can have refine
this a bit more. I'm supposed to do
that for the eyebrow, so let's go back to the
description for the eyebrow. Let's set this to. Let's do 40. Now I will see some issues in here that I
actually need to fix. Maybe maybe not too high. Let's do 20. So now we need to go back and
then fix some of this. Is it going from the noise? No. Coming from coming
from clumping too instead. Let's reduce this. Yeah, that
should fix it. That's fine. Save this. Go back to Eyelash'
description, our guides. Let's see what we have in here. All right. Trying to take a good
look at this to be sure if everything's
working accurately. Okay. I think this should
work. Let's go and add some noise in here
noise can break this up some more lash noise. The breakup is way too much. It's kind of giving us some
Let's adjust this a bit more. Should affects the tip also
let's make, whoo, whoo. No, it doesn't look right.
It doesn't look right. Let's get something
in here. Okay. Now, this is just affecting
just the pinch on the top. I just way too much. Delete those. Mm. I'm not liking this at all. Fuse a bit of. Let's add this. Let's create default noise in here, so I'm going
to add modifier. Let's do a default
noise in here. Let's see what the
default noise gives us. Feels like a good start though. Well, let's think I'll
need to randomize this. I like to randomize
this max in here, so let's go over. Let's grab this
Randomizer in here. Grab this. Copy that pase in here, Enter to apply that. Okay. So you like nice, this is kind of
affecting the tip. I feel a little bit of I shouldn't be affecting
the tip that much. The tip is really bugging me. That tip is really bugging me. Alright, um, maybe just
maybe we can work with this. Let's bring back the other one. Go to the other one. I think
I have way too many in here. Let's close this. Let's
hide the top one first. Let's just work with
this, clear this out. Move the up slightly. Weird bend, this weird
bend. Reserve length. Let's put one in here. Let's see that actually helps. Put one in here, let's
see that actually helps. Not really. Probably what
makes it worse. Zero that out. Um, let's go back to primitives. Put this to 40. Does it actually
help? It does not. Let's say this
around value of ten. I think the value of ten is way better. Value of
ten is way better. So don't have that strong
effect with the noise in there. Turn this back on. And it's actually way too noisy. This two is way too noisy. Let's take this
down to around one. Maybe too much. Let's do two. So you should introduce a
little bit of noise in there. Okay. I think this we can
leave with est on number two. Yes, this week. Let's reduce the effect of two. Just a little bit. Let's
do one. Okay? That's fine. Let's go and add cats
in Alashs coats. Yeah, I should I think
they should do it. They should do it. This
should be just fine. This should be just
fine for what we need is four. All right. I'll save this right.
So this is fine. So next lesson, we're going to kind of do another set
of lights in here. Another set of lights
in here and then we're going to do look development for the hair in here by using the arn standard hair
material in here. So see you guys in the
next lesson. Bye for now.
23. 18 New Lighting With Arnold In Maya: Okay, pocuba guys, so let's
kind of finalize on this, but I want to start by creating some new light setup
in here, right? So let's get right to it. I'm going to let's
hide this scalp. Then I'm going to hide this.
Let me kind of get this. What is this? Let me get
this out of the way, drop this here, I
select these two. I'm going to hide that. I'm going to make my
head visible again. With the backdrop and Asia, make them visible again. Okay. Then I would like to basically having
some material in there. Let's make all of
this visible again. Let's get a lot of this back in. But the head itself, I'm going to give this
standard material. So let's give it a standard
surface material for now. Because I need to capture the lights in a
bit more in here. So I'll go over. Let's go to rnd. Let's just put this somewhere
around there for now. Okay. I save this. Let's
bring back the mesh. Let's bring back the mesh just to have something in there. I'll save this. So basically trying to merge the lights in here
as much as possible. So I'm going to temporarily hide this GRI for now and I'm going to create
a new lights in here. No less create a
rectangular light. You should be down there. Scale this up, leave this up, move the this way, trying to
merge the lights in here. So I know certainly that half of the face this part of the face is way brighter on
the other side, so the lights kind of casting shadow on the opposite side. So I will need to recreate
that similar effect in there. I see some of the light on
the forehead also, too. So let's go over to Panel,
look through selected. So now I'm looking through
the light source now. I'm looking through
the light source. So I want to get the
light source roughly on this angle it's roughly somewhere around here,
so it should be fine. I'm going to go back
to my outline now, select my perspective camera, then look through
selected, okay? So this is where
my light is now. I'm going to select these
lights, move this backwards. So more. I think somewhere
around there should be fine. Maybe out a bit more. An don't want this to be
visible on my camera, so I think we can come in here. Let's look for camera visible, camera visibility is already
at zero, so that's fine. Let's go back to our main came. Okay? Like, so until
lights set too in here. Okay, let's render this out. Let's go to render and
not render in here. Let's render out this
out 50%. This out 50%. So we can't really see any
light so see here now. The light in here boats
not bright enough, so I think I believe I
turned off normal lights, you should be able to see
something in here now. So putting this to the side, try to merge this as
closely as possible. I'm going to increase
my let's see. Yes. Let's increase my
light a bit more. This is a value of four. Let's use the value of four. Let's see how that captures the frankreds dark sheat on this part I think might need to move
my light a bit more. So let's go to the
other tabs in here. Let's say this
here, S this here. So it's a light source,
I need to move. So moving the light.
Kind of create this dark shadowing
on this side. I think I need to
rotate it a bit more and move it
this way, some more. I'm getting something
in here now. Kind of catch capturing
this shadowing on this part a bit
more now. Okay? Maybe there's a
little bit too much. Let's rotate this a
little bit like soap. Okay? Bring this
forward a bit more. Okay. I think this
should be this should be just fine. Okay. If I scale this out let's see what happens when
I scale this out. Kind of capturing more
brightness on those parts. No, no. Move this
this way. Okay. I need to capture the
shadow in there as much as possible.
Getting on this view. Move this down. I'm looking
at this eye around there. It's going to capture
some shadows in there. Let me scale this
down some more. Scale this down some more. Okay. All right. I think we're getting
something in there. Let put this around somewhere
around here instead. Trying to see if I can march
it as closely as possible. Get this down, maybe up a bit more up a bit more
rotate this down. Let me use this rotation
instead, down a bit more. Yeah, I think we're
getting something now. I see so more shrouding
around this part now. Okay. Let's use the scale two. Scale it out. This
way some more Okay. Yeah, I think this should
be roughly around there. Let's go in and then turn on my environment lights in here. The environment light is I
would say way too bright, so let's take that down. So the dome light, let's say this to one. Let's say this to one. Let's
see what we get out of this. So it's kind of completely
ding out our shadow in there. Um, that shadow needs
to be more visible. So let's see what we can do. Let's tune this down a bit more. I'm trying not to
go overboard those. Let's see if we can
actually rotate the AsiaI lights instead. Let's rotate the Asia
lights instead. Okay. Let's go over to the
light lista in here. So under Arnold,
utilities editor here. Let's temporarily hide
or disable the let's disable the area light for now. Okay? Disable the area light
for now, minimize this. Recei area light for now. Let's just work with the
environment lights in here just to capture something close to what we have
in here already. So let's just just
said this here. Okay. So I think, yes, we're getting there. Put it easy this week. Okay. If I move it this week, let's see, we're creating
a bit more, yes, yes. Yes, something like
this. I'm going to create a bit more
shadow in here. Let's see if we
can do a bit more. Okay. Let me repeat some more. I need that reflection
on the eye, kind of. I need that reflection
on the eye. Okay. Maybe something like so. Let's turn on the area lights. Let me make sure the
area light is closed. It's nearby. Let's make
the area lights visible. Go back and light a dittle. Let's turn on the area lights. Okay? Let's see we need some
more shadowing in there. Think I'm going to take down
my area light intensity. Let me take down my area
light intensity, some more. Get some more dark
sheds in there Okay. Maybe it was way too dark, let's now let's bring in
Let's see increase this. Okay. Okay. Almost there. Though we're getting something
interesting here now. The final piece would be to final piece for this would be definitely
to bring in the skin, and let's see how this
works with the skin. So let's select think
I can delete this now. Let's set the Let's apply the skin texture
in here and let's see. Let's see. So existing material, dark
gel to apply that on there. So now, this is going to start taking taking some time to
actually render out, though. I'm seeing that
this is quite dark. Let's lift up the ambience of the scene a bit more by increasing the light dome light, the dome light a bit more. Let's say this to three.
Let's see what we get. Okay? Getting something in here. I feel like I should brighten
up this opposite side, so let me stop this for now. Let's stop this for now.
Okay, no, no, no, no. Let me not stop this for now. Let's come in here and then just t and just route the lights. Let's route the lights. Towards the opposite
side instead. So she brighten up the
other side instead. Move this bit more. Okay. Rotating this a bit more. Yes, I think strongly believe this is where
I need to be now. Strongly believe this
is where I need to be. Because now I'm getting the
shadow on this part now some more capturing that shadow on this part a bit more now. And the reflection on the eyes rough around
the center now. So, yes, I think, Oh, I'm supposed to be
saving this mixture vn. Very important. Let's
make sure I sing. I feel like the eye
is a bit too dark, the outer eye is a bit too dark. So I'd like to brighten
that out a bit more. Let's brighten the white
part of the eye a bit more. Sm does make that
a bit brighter. Okay. Yeah, we can also do something. We can also do something a bit more interesting
in here also, too, by kind of creating a
block a light block around the top of
the head just to cast a bit more shadow
on the top of the head. We can also do that.
So if I should, um, let's do that. If I should let's
stop this for now. Okay. Then I'm going to create more like a
light block one, right sheet right.
Click on hold. Let's create a plane. I'm going to draw out that
plane somewhere around here, like so, and I'm going to leave that plane up around here. It's measly just going to block out the light coming
from the top part. Let's see what we have. Let's
do a snapshot of this Okay. Snapshot of this let's
render this out again. Let's see what that gives us. Basically trying to use cat
a bit more shadow on this. Let me move this
forward some more. Maybe even rotate it this way. Just to cast a bit of shadow. Let's see more. Let me move this
forward a bit more. Allow this friend out. Now it's kind of casting way
too much shadow. Casting up way too much
shadow. But that's fine. I can always let me rotate
this again this week. Let's take this from the side. Let's see what we
are from the side. I'm just going to pull this up. Basically show you guys
different tricks you can use to control the lights a
bit more in your scene. Then we can go back to
the sky dome lights, crank up the
intensity a bit more. Let me cranks the
way up. Let's see. Let's just see test to
test this out. Okay. Let me take this back
to where it was. Let's use the value of third. This is a value of four. Then on the area lights, let me crank this up
a little bit more, let's use a value of three. It won't do anything. Let's
increase to the value of p. Do you see any major
difference in there. Put this to the side. The
disclosure, let's see. Let's see how this is being
affected in here select. Let me create a bit
more space in here. Okay, select the plane. Okay. Is the plane in here. Yeah, I think I think I
think we're in a good place. I believe we're in
a good place now. So yes, let's go
to the hypershade. Let's save. Let's go to the hypershade. Hypershade, hypershade. Um let's see. Hypershade, but rendering. Then let's allow slowed up. So gal I need to go to
the Aiteri, select I I. Let's get in there over
replacing here. It's a leg. It's actually the Abdo
mapsil so let's go over to no color inside. Okay? Let minimize this
Under the color balance. For this color balance, I'm just going to
brighten up the eye. So let's do let's
actually getting close. Let's getting close
a bit more. Okay. Let's do render
region for the eye. I think, let's brighten this up. Not too bright, though. I think somewhere around
there should be just fine. Somewhere around there
should be just fine. Okay. I think this should be fine. Okay? Yes, this should be just fine. So I'm going to go
out of this now. Just check in the light
and see if there's something else I
need to do in here. Okay. I can't really see
the effect of the I can't really effect of, so for this teeth now, I don't want the
gia to be affecting the gia light to affecting the teat so to exclude that out, I'll go over to
window relationship, light linking, light. So I'll select the dome lights, and I'm going to go over to
the main character group, and I'm going to
exclude that from the teats exclude that. So she ran out again. So you should have the light not affecting the teat in this. You just to get a
bit of dark shade in those parts, something
somewhat like so. If I need to bring it
back on, I can always go on then turn it back
on if I need to. So for now, let me
leave it off for now. I shouldn't be
affecting it that much, or even, not at all. So I think this is fine for
now, this we can work with. If there's anything else,
the next three is going to be about just sheding the air, be about shedding the
egg and air in here. I'll see you one more thing. Make sure for your light you have enough
samples in there, so select the area lights
at some samples in there. So for this, I'm
putting this a sample of 33 should be just fine. Okay, so I think that's fine. So we'll continue on in the
next lesson, bye for now.
24. 19 Hair Shader Arnold In Maya: Okay, welcome bad guys. So now let's work on Bathing
shed as for the hair. So before I do that, let's
make the hair visible in here. So let's go over. Let's hide hide. Control H to hide darts
let's turn on the scalp. Okay. Click out. Let me get some space in here. Let me move this here instead. Then go back to gen. Let's
make the back visible. So add Hey cap collection. That's visible in here now. So what you need to do
is to go to primitive, preview output rather, come down here, render. That's fine. Renderer, let's say this to rnd. Let's go over to the
eyes cap collection. Let's This is for
the eyebrow now. Let's say you render out to rnd. Go to the eye later description. Set you render out to rnd. Let's fine and push
this to the side. Move this to the
side. Then go over. Let's start with the heads. Let the description. Let
the description in here. Okay. Then let's go over and
then move this to the side. Let's go over and then select let's select the the description is already selected,
that's fine. Someone who rightly can hold, go to apply, assign
you material node. So let's do AI standard
hair, select that. Okay, so right off the bat, we are having black
hair in white because let me put this aside. So we can talk about that
briefly. AI standard hair. Let me just rename
this to Ai hair. Okay, that is fine. So we're coming here
now for the setup for basically the major set in screens now is just in
years the Melanin year. So only the fault of one, which is what we
already have here, which is one should have
the hairs full black, having the full black hair. We don't need we don't
need any redness. I don't think we need
any redness in there. So for the melanin
redness, sorry, Mellone redness is
down here instead, come over to melonine redness. So for the melonine redness, depending on the
values in there. This is a value of zero,
this is a max value of one. Then in between. So we have this now
at the in between, but I don't want so
much of that, though. I don't want so much
of redness in there, so I'm going to dig this
down to around the value of there's the value
of 0.1 instead, okay? That's fine. Roughness,
I'm going to leave that as it is, randomizer. I think the default
should be fine. Yes, default should be
fine for the randomize. Melonie randomized,
default is just fine. And now I want to
make sure it is like a dark African hair in year. So African American should
be for the shift in here, for the shift in
here because this is what we have in
here for the shift. Ready have a value
to use in here. So African American or
still African instead. So 2.3 should be fine to simulate the more
realistic black hair. So 2.3. Let's say
2.3. That's fine. Move this to the side. That work just
fine. So we need to kind of apply the same material. Have we bring in here I don't
think we're rendering here, so we're not seeing
moving a bit slow. Let's go to the eye collection, select these two description and apply retic node and
apply the same material. Let's apply the same black AI
here, apply that in there. Okay? So now we need
to render this out. Let's get this at a good angle. I will save this let's
get this at a good angle. Let's turn on our
resolution gates. Resolution gate for this. Okay. Coming a bit close. I think somewhere around
there should be fine. Okay, let's turn of
this render region. Let's do snapshot of this. And then let's render this out. Let's see what we get. So it's kind of calculating now the head out this dark together
for the we just added. Give this a moment.
It's calculating now. Okay? All right. Okay. Now, on
stands out in here, but at least stands out in here, the fact that I think we need a bit more hair
generated for the eyebrow. The eyebrow will need
more hair in there. Definitely need
more hair in there. So I think let me
zoom in a bit more. Getting a bit more in the so let's just put a focus
on the eyebrow in here. And let's see. Yeah, we definitely need more
hairs in there. Definitely need more
hairs in there. So I just allow this render
out for a little while so we can see compare this with our main reference in here
no doubt need a bit more. Need a bit more in there. So I'm going to
stop this for now, but still on the Egen tab. Still on the Egen
tub. Let's go over to the eyebrow description. So at this point, just
basically just trying out, just making little modifications
to this just to get this to look right. Let
move this down. Okay? Probably do a
bookmark for this. What's the bookmark for this. New bookmark. Come close this. I'm going to crank this
up by double the amount, so 80 sicario says at
90 so let's do 180. Or let's just do 200 instead. Let's do 200 instead.
I'll save this. So I think at this point, I can let you guys
just go in and then just decide
whatever you want, kind of get better
result out of this. Maybe in the final chapter,
I'm going to show you guys the final rundown in the
final sets in use for that. Okay? So I'll see you
guys in next lesson. Bye for now. Yes,
definitely coming out now. Definitely coming out now. T should be just
fine. Okay? So I'll see you guys in next
lesson. Bye for now.
25. 20 Conclusion Arnold In Maya: Okay, welcome back
guys. So, there are a few changes I made. G to show you guys in years. Let me stop this for now. One of the changes I
made in here was to go to Egg Gen on the eye lashes. I kind of extended noticing extended the eye lashes out
a bit more. So that's one. That's for the guys, I selected the top guys and
extended them out a bit more. Came into the weed and
I adjusted this from 0.1 from 0.01 to 0.015. One last thing I adjusted that make better
sense for the eye because the eye was
not looking the eye wasn't looking right to me, looking a bit too weird, noticing you're looking
a bit too weird. Reason why we have
that here because there's a reflectivity the
eye on the iris itself. The iris has
reflectivity in there. So it's kind of
conflicting with the reflection of the
glass in between. So you' really giving us that realistic eye
result in there. To fix that, let me show
you guys how to fix that. So I'm going to
select the eris in here. One of two
ways of doing that. I go to the attribute editor, and I'll go over to this
is roughness in here. So I can do one of two things. Remove the roughness
imported in here, then make this completely
rough all the way to one or go over or rather go over
to the texture itself, and then just extend the
exposure all the way to the end. It's one of two things. So let's do I'm not showing you guys
the two sets of those. Let's just do the one of
increasing this all the way up. So let's increase
this all the way up. So let's do snapshot for
this eye we have in here. So you guys to tell the
major difference in there. So I' snapshot now. So if I should render
this out again, as you render for this, you should be getting
way better eye and ear. So let me go back to the
camera set up a new came. So just allow this kind of
render out a little bit more. Then we should be
able to see major, major, major
difference in there. Yes, you can see,
you can see how we see how we're kind of getting a lot more realistic
looking eye in here. So if you compare to
what we had before, before kind of selected
this snapshot in here, if I turn that off now, you can see you can see the major
difference in here now. You can see how this
looks way better. Okay? So kind of make the eye a lot more
realistic in there, right? So now, if we do
your final renders, let me just show you guys way to do your final renders for this. So all you need to do is
to go to set in in here. We have setting in here. So that the renderer
all you need to do is presets and then set no
Imports render setting, the preset can use this
skin I render setting. So once you set that up, then you can do better for this. You can render it out as two k resolution if you want to a lot of resolution in f42, so I just to find
that and think, yes, that should
be pretty much it. Should pretty much it. So I'll
see you guys later, okay? Tea. Bye for now.