Getting the transcript
Reading the captions from YouTube. A video nobody has opened here before takes 10 to 30 seconds; this page fills in on its own.
Getting the transcript
Reading the captions from YouTube. A video nobody has opened here before takes 10 to 30 seconds; this page fills in on its own.

Stefan 3D AI · @stefan_3d_ai
Where viewers went back to watch this video again, from YouTube's public Most replayed graph, lined up with what was said at that moment.
Most replayed moment #1
2:184.9x the video's typical replay level
do not do any prompting I basically go to charge epit and say I need the prompts to extract my character in a pose on a white background That's it. Please do the prompts and just like that Do you have two prompts that I can use anywhere basically my
Said at 2:10
Most replayed moment #2
38:262.7x the video's typical replay level
GLB I recommend GLB to use it Modif go to mesh and enable apply modif forest setting that will bake all modifiers and mesh and you will see exactly the same thing in Modif otherwise it will look broken so here's our character here in motive and let's do
Said at 38:19
Most replayed moment #3
17:132.2x the video's typical replay level
Ex -pretty it so big respect for that. I mean it saves quite a lot of time. It's actually like some people Asked me about this in the comments, so right now you know about it overall when I do AR it's a Poology I recommend to combine best tools and
Said at 17:05
The graph counts replays. It does not show where viewers stopped watching.
Words
10,062
Runtime
57:22
Speaking pace
175wpm
Reading time
42min
175 words per minute, between the 160 25th percentile and the 181 median of 349 measured videos. That distribution comes from the 349-video hook study.
Opening (first 30 seconds)
This amazing character was created within just two days with my new AI workflow And today it's time to break it down into details You guys asked for it, so in this video we're gonna cover all details such as how I separate image and the right parts How I do generation great topology low -poly texturing baking all that stuff including materials and rigging I gonna share new tips on how to achieve more realistic look that I never shared before to stick around till the end
88 words, the words spoken in the first 30 seconds at 175 words per minute.
Free, no signup. See how the first 30 seconds hold attention, with rewrites.
Sentence shape
| Measure | This transcript |
|---|---|
| Sentences | 49 |
| Average words per sentence | 205.3 |
| Longest sentence | 4,162 words |
| Questions asked | 8 |
| Sentences containing a number | 19 |
Most used terms
Filler phrases
182 in total: like 115 · basically 32 · actually 23 · sort of 4 · I mean 3 · you know 3 · kind of 1 · right? 1.
A literal whole-word count of the same phrase list the Prepublish browser extension uses, so a phrase inside another word is not counted and a phrase used in its ordinary sense still is. It is a count and not a judgement.
Run the check on the words above: where attention is likely to drop, with a rewrite for each weak line. The free check shows the scores and the one issue costing the most.
What this transcript is
Every word below is the caption track YouTube publishes for this video, pulled from the video itself and reproduced unchanged. It is not Prepublish's writing, not a summary, and not a re-transcription: it is the video's own published captions. English captions, published by the channel, in the video’s original language. Source: the video on YouTube. A channel that would rather this page did not exist can ask for its removal through the contact page, and it is removed.
This amazing character was created within just two days with my new AI workflow And today it's time to break it down into details You guys asked for it, so in this video we're gonna cover all details such as how I separate image and the right parts How I do generation great topology low -poly texturing baking all that stuff including materials and rigging I gonna share new tips on how to achieve more realistic look that I never shared before to stick around till the end And of course we're gonna enjoy it in Unreal Engine in all its beauty This video absolutely require your support guys by hitting that like button and let's get started And today I prepared an amazing reference I was brainstorming for a while already I will actually I was keeping it for a special occasion which is today apparently we do have Queen of Hearts But in very unique style and there's a lot of details I want to show you how to do with you have quite cool hair We have details in the here that we're gonna put I think like we're gonna use this spikes here We have an amazing armor the clothing and everything is very logically assembled here of course I was creating this reference and we have an amazing weapon And today I'll show you one new approach to materials how to make this nice look for a metal for example Will AI of course, but in a smart way now.
What is the first thing we need to do when we do have our character ready to be created? We're gonna need to put it into the default post in 3D default post is a post or T post choice might depend on engine animation system that you're gonna use and the character itself I prefer to go with the apos small convenience also I use Acrylic and works better with apos and overall I find it more convenient to work And of course, we're gonna need to separate the weapon and you might ask what is the prompts?
I'm using well guys the thing is I do not do any prompting I basically go to charge epit and say I need the prompts to extract my character in a pose on a white background That's it. Please do the prompts and just like that Do you have two prompts that I can use anywhere basically my preference goes into nano banana pro or two and GPT image group. They are extremely good and there's plenty of way how you can get access it even for free And guys in this video I gonna use bunch of tools that are best in my opinion But all this is also possible using only free tools link will be here So you can get idea about a tools and repeat the same workflow now when it's clear how I do the prompting We're gonna need to separate parts and here's the bunch of parts I do have now here It's very important to understand the logic how you're gonna assemble your character How you're gonna process it both materials and stuff you're gonna use and this one is very important And if you watch my videos you might get the logic like for example I for sure gonna extract here in the heads but here's some heads and pretty much all the accessories That are in here.
I can regenerate in low -poly right away because generating in low -poly will sell out of time dealing with some mess that can be done with Merjard hair strands while I really appreciate Tripopi1 doing logical measures such as this you can see all the strands are pretty much separated and that is exactly what we need Same goes for the heads. I think P1 does really good job with these loops and stuff There's not much details on the head and it will be way more convenient to work with such mesh further We're gonna just cut some faces here and place our eyes and it pretty much looks perfect for me However for all the air more I gonna do that high -poly first Why because I want to bake and preserve these details later?
We're creating game -ready character, so it will be eventually quite optimized But those details are very important in nice so to simplify my thinking here is if I have quite a lot of details on some objects. I rather start with high -poly do some sculpting fix that until perfection Then do low -poly on top and leave the room for baking for some very simple objects almost no details Again shape is simple object in a way that like just a clean surface here is a unique case An accessory like this just a small thing that doesn't really make sense to do high -poly Well, pants and grease 100 % gonna need to be high -poly because there's like some small folds There's small details and I really want to preserve that details We're gonna do the low -poly version not only in texture but in normal math here You can see all of my final parts some I added the multi -view again If there's something that you want to specify you can add a multi -view like I did it for this part for the body for the pants Some simple parts like grease, gloves, I did one image that should be enough for here I also did a multi -view and I decided I did the neck armor separately because that's more convenient And also one important logical decision which you see will be a reflected later in how I split materials is how I separated legs for example The metal part alone and the clothing part alone that simply make it easier to work with and we have all models Generated now notes at this stage.
I don't really need a texture So I generated all the models without the texture save some tokens And we are ready to take it all to blender so at this stage we do have a bunch of high -poly models Which I did with easy model in triple you can set it like to one two million of polygons that doesn't really matter We're gonna still only use it and sculpting mode and then do the retapology and small accessories here and head I did with smart mesh when using smart mesh.
It's very very important to set right amount of polygons for head for example I use 5 ,000 and get this result. It will be not the same result with 20 ,000 which is max possible and for small pieces like this We can actually go for 500 and that will be enough So take a look do not skip that setting. It's very very important setting when you use smart mesh to get the right result Now let's export it as a BX and take it all to blender and this way They are gonna export mostly in a BX just because it costs less issues in at later stages A BX is easy to transfer textures separately.
You're gonna see that later when we bring all parts to blender It's time to do assembly and here's how I do that first of all I gonna add the image reference from which we actually generated all the parts to align on So that's a very easy in blender. We're gonna just right click anywhere and add image and choose reference Then gonna select the image that we need and here we go like It will be just on the background while we're working the good thing about this image reference That is always visible even if we are working and not shaded mode We're gonna place characters of fits or exactly on that red line which is zero like the ground basically now about this state The goal here is to assemble the character to fit the reference basically High -poly or low -poly it doesn't matter at this stage because we still need to fit them all together and it's very important to know That we don't really need to join all the objects which still can keep most of them separated following the logic And you can see most of the buttons that I'm pressing and there is not a big magic first of all Very useful mode is X -ray mode that allowed to precisely fit it according to the reference Next of course is simple control as moving, rotating and scaling You can use it with the controls here or you can use the hotkeys G for moving around according to the camera S for scale R for rotation so the first part seems easy now the of course will be some parts overlapping and in that case the other thing that we're gonna need to do at this stage is to cut Overlapping parts and make sure they are seamless transition between parts Like in my case happened with belly so there was belly from the top part and also with the pants So what we're gonna need to do is to go to the sculpting mode mainly there are few things you need to know There are brushes that do modify the mesh and also there's like utility brushes such as mask and mask do not modify mesh by itself But work as a selection tool and help you with two main purposes Select or deselect area that you do not want to edit or do some operation at once to whole mask it area such as deleting one big part So in this case I use mask brush again, it's very simple just select the mask brush select whole belly area like the body basically and when it's selected We're gonna go mask mask slice and feel host one of the most useful thing There's also mask slice that will produce slice and leave the hole, but we always want to keep it kept We do not want it to become hollow because that will cause some problems when we process the model But very important after you do that operation with mask don't forget to go to mask and clear the mask Otherwise you will not be able to edit that area that is still masked after the cuts And then we can just smooth that cut how do I do the as which to brush not a mask brush just the brush and choose the smooth or simply press shift It doesn't matter which brush you are currently using if you press shift it will change it to smooth while you're holding that shift Because it's most popular brush and most useful one also one small tip that is for most of the brushes including mask brush while Holding control will inverse the action so don't be worried if you paint something wrong just hold the control and paint that again That will remove the mask or do the opposite action for any brush such as clay brush or any other brushes my favorite brush of all times is of course Elastic wrap here is this guy which allow you to work with this geometry like with clay It works very simple you just grab some part and move around to a line stuff Here's how easy for me was to fix the pants around the belly and 50 % of the time I'm gonna use that brush Another important thing to keep in mind is symmetrical objects That's not only the right approach, but also a huge time saver for example gloves I'm not going to do the duplicate of this object or I don't need a second go I just gonna go and mirror this object it's very simple to do you just need to go to object mode while it's positioned it right And in object mode we need to make sure that the origin of this object is in this center of the world coordinates And that you apply all transformation you can press control a in select rotation and scale and then in modifier just add the mirror modifier And we're gonna choose x axis that's it so for now we can keep it active on the final stage We're gonna simply apply that modifier which will make it a real object But for now we're gonna keep it because it's still relevant for with typology for texturing We're gonna read typology once and just mirror that and same thing for texture right only once and just skip it like that I do have dedicated video on youtube about sculpting if you want to dig more into details or this basic tools are not enough Or if you're really serious about learning this treaty AI work -love I invite you to join my course made specifically for the beginners I gonna guide you from very beginning to final character that you're gonna run in a religion or unity I gonna explain in details how to use best AI tools they pros and cons give you a solid foundation about treaty in general So you're gonna be able to create any treaty character in less than a week and only for my dear viewers I gonna give away five courses the only thing you need to do is drop the comment explaining why you should get the course What you about a crate what is your story?
I always read all the comments all links in the description let's continue one last thing about sculpting that I want to add is that you need to Understand that you work which bunch of polygons and all this brushes work with that mess of polygons and sometimes It might be not enough polygons or you can generate low poly and try to do the sculpting To some brushes to work better like a smooth brush you might want to recalculate the density of the polygons And here is one example I'm making the plate and at some point smoothing was not really working because there was not much polygons or After some join or cut operation and you might want to go to remesh and just recalculate the polygons on this specific object Well respecting the shape Notes it's very important that you do this operation on non hollow object otherwise it will break it so Recalculated it and now everything works way better No, that sculpting works pretty nice with low poly as well brush like elastic wrap is absolutely cool to use with low poly as well But if you're gonna try other brushes such as clay or even smoothing It might ruin the geometry because those brushes affects vertices and design to work with high poly meshes In my course a cover both approaches what tools to use with low poly with high poly etc So depending on the complexity of your character and how much attention you pay to details This might take a while for me in this stage took me almost one hour and that's fine Now I have incredible high poly model for my air more the body glues grooves and that's So when high poly model is ready we're gonna need to do low poly and here we need to decide on which parts We actually gonna do the low poly and which way so as you know small accessories are already low poly here and head also low poly So which left us only with armor and the weapon now for some parts I actually gonna do that manually with retopoflo Adam just to show you that sometimes simple shapes is Equally fast to do manually someone like water measure.
I am big fan of retopoflo I just enjoy that process a bit but for majority of parts we're gonna use airy topology and triple or In union and don't forget about parts that are mirrored such as grease and glues now We're gonna export this objects one by one into fbx and take it to triple and juniors In triple process looks simple. We're gonna click upload treaty model then when the model is loaded We're gonna rotate it 90 degree and that's it.
We can now take it to reach a polish and here with smart low poly We're gonna choose the right amount now choosing right amounts again here is very important If you're gonna just set the max amount or the lowest amount let's not like do it right chop You're gonna find the right balance set amount for this specific object So I gave it a try a few times and I figure out that 1 .5 thousand works the best However, you can see that real result is almost 2 ,000 does because there's also inside Algorithm that decide whether it can logically fit that budget or not and this result is pretty decent and some small In perfection I can't dress easily in blender now.
There's one annoying thing working with triple It's a polygid changes the rotation and original position of the object. So when you take it back to blender You're gonna have to position it again figure out the right scale and I know that can be a little bit annoying. I'm also annoyed by that, but there is no really Solution how to fix that the good thing is that shape is actually following accurately. Another way is to go to Hunyantry this studio and here we can go to Ritopology and upload our own model and also do the Ritopology basically with version 1 .5 And I pretty much always use low poly here because medium and high can add like extreme amount of polygons somewhere Gonna choose quartz and hit generate and here's the result despite choosing low for face count Still quite a lot, but again here in Hunyantry it is quite random.
So here's another generation which is Way better than it was the first book and don't load that and the good thing about working with Hunyant Is that when you gonna export LBX and drop it back to blender. It will be exactly in the same position where you Ex -pretty it so big respect for that. I mean it saves quite a lot of time. It's actually like some people Asked me about this in the comments, so right now you know about it overall when I do AR it's a Poology I recommend to combine best tools and choose the best result and you can always know which tool is the best right now from Top 3de ii arena.
It is still cheaper and of course the Hunyant and that's why I basically combine them together And I know that Chippa soon gonna do big update to low poly hopefully those small issues also will be addressed And we get even better results now let's grab all the best generation whether that's from triple Hunyant and take it all to blender to start processing now here. We're gonna need that retopoflove that I was referring to already a few times and it's actually free to get and I really really like it You can grab it on github go to releases and just basically take the last version that supports blender five So this process might be the longest if you can do that first time but I recommend you to do it once to get the idea What is the definition of nice mesh which trust me still will be valuable skill in next few years at least?
Working with AI is accepting that it can make mistake but final judgment is or not So we can I need to know whether that's mistake or no we're gonna take glow that i generated and Hunyant and I gonna go over the mesh So the idea of the mesh that it nicely followed the shape forming like nice quartz lines loops etc If you have no idea have a good topology looks like i can recommend to just google some images of some specific parts like Glows and then you get the idea how the glows look like and I also gonna share the length file of this Character with in final stage so you can examine how it looks like and try to follow So the first thing I did with my glow is that I removed completely some parts that are messy and I don't like like here You can see there was some holes some stretches where some mod of polygons that definitely should not be right there It should be just nice squares covering all that area and all that depth can be just big it Also, I really hate how Hunyant does finger chipper doesn't really really better But I want to show you that this one can be quick led dress with red to pothlow now let's hide all the objects and leave only Glow high poly and our low polyglow and here in retopoflo while low polyglow is selected Let's hit edit active okay and here we go so what we see the light geometry is our low poly and that solid black is The high poly and our goal is to make some nice wireframe that follows the original shape That's basically whole deal we need that to nicely drop around the high poly that will allow us to do the baking Transfring all that details and basically do the main thing look like the high poly while being low poly And here they are very simple tools like polypen this one is very simple we can click on any edge or vertex and then with holding control just Create new polygots just like that hold one edge or vertex and create new polygons and this polypen is so powerful that You can actually create whole retopology only with this one, but that will be a little bit slow But I remember myself when I first did retopology I was only using that tool and was able to create whole characters, but I was spending like this to do that Here for example, we do have strokes tool which allow us to select some edge and if we're gonna Continue some loops we can actually repeat the same amounts of divisions like this so we select some edges Well, they are selected we start driving another like this and just like that we covering this all region And it looks way better than it was before we can switch to polypen and cover this area some other tool This girl's works extremely well with eaginated measures like loops when you're in low poly often have this blank areas where It's definitely lacks of some polygons, that's where you can just add a loop holding control Just add one more division if it's necessary to repeat the curvature of the object for example or for animation later, etc Now one more thing I'm gonna show you how to do this fingers.
I'm gonna choose contour and just draw the line across the finger Now here you can see there is O and 6013 I can control with holding shift and wheel that is basically a Mounds of divisions and I guess you can guess that if I do the drawing on top it'll basically create another loop adding all of that boom It is important that it works from the camera angle so do the camera angle and by the way if it's difficult to navigate and blend All of that controls I explain all the basics how to work with blender and controls and stuff in my free YouTube videos link will be somewhere here Now here's bad advice from me.
It's bad because many professionals will not gonna like it They amount of time you want to spend on the rich Biology completely depends on the purpose of this model same as true for amount of details I have experience with this tool and I wanted to make it a very good realistic character So I added more details work it to all fingers and make them Absolutely nice also ready for baking, but if you're creating isometric games where you will never get close to the Practice and close to his hands you definitely don't need to spend that much time and give it less Polygons and you will process it way way faster for top of low part is done now we can Exit better of a flow save the results and I recommend usually to check the face or Inpatient face or inpatient is where the normal face then we can add out a smooth with 180 to see how will it end it up and Maybe do some additional checks out her words in my course.
I also cover blender native tool set to work with low Poly to process all that edges and stuff that's also one of the way to do that and works Except really great to gather with right up a flow and here's one more example just to show you that I can also do manual rate apology and sir to all haters Well, I was doing that for decade more and sometimes it can be same time as using AI I gonna do the mask is very simple objected.
Let's say I want to make it exceptionally out to my go to Ritopoflo and press plus active because we're gonna need to create Additional mesh and here we're gonna start with Polypen just click control and start drawing the polygons first we're gonna do the alter contour Then a little bit in the inner contour to follow the shape then let's draw some details like this middle part I'm gonna just repeat it like this and again you can see I'm pressing vertexes on the edges of geometry That make perfect sense because I want geometry to cover that edges so a later can repeat and when I have all the basics done I can speed up significantly with strokes for example then move some vertexes again to the edges to follow the shape better Repeat this in process for another part of the object and we are almost done now.
I just need to do Declosing so what I gonna do again I gonna extrude just one polygon like one Row from top and from bottom then kind of connected on sides and just select all of this with control shift and use the patching I don't need extra details inside of the mask I mean you can add it with the loops but I don't really think it's needed and I could say I'm done I just want to take care about this one little button so it's baked well into the normal texture again Like the only goal here is that to make sure that it is covered like geometry covers that Let's do the same thing add the mirror modifier ends just align this middle and just move them a little bit So they bridge the gap all this hack by the way a sort of scale it by x so it formed this straight line Which I actually did and here we go a little bit more down five minutes We have the mask while listening to music or watching something in a background I repeat it all of this process for the rest of the models and here you can see all the results File will be shared for examination in the description totaling we have 60 ,000 triangles Which I think is very decent again.
I'm creating really cool character for Unreal engine. That's like main person I think that's more done enough now the next stage before we can give it some colors this to UVN wrap Basically imagine yourself as a tailor and we need to cut it into one flat paper to paint it That basically what you need us and we do have a i option here so far only with Who knew an in 3DS studio let's do the most complex case with here You go to UVN wrapping you select the model that you expert at fbx and do the stuff sometimes it gives Absolutely shitter is out like this one and sometimes it can do the good job like this one for example Which we gonna take most like but it still have some issues that I gonna show you how you can process or alternatively We can just do UVN wrapping manually to get the max possible results for me UVN wrapping is probably the easiest part and I really enjoyed that because that's just like cutting mesh into layouts So here's our hair model with it and who knew I'm in the first thing we want to do is go to edge and clear sharp because for some reason It adds this sharp that's highlighted like blue also in UVMap Minion we're gonna find this one and set angles as yes that will help us to understand where there this UV actually is suitable for Texturing so the color here basically reflects the stretching if there will be something red or closer to that Shades that will mean that is extremely stretch and most likely one pixel will cover like some very close area Which will cause the blurry distorted texture which we don't want however there are some pieces like this That we also don't want like very very small islands etc.
So here's one cool approach how you can process AI UV on UV Enable this setting that will synchronize UV and the mesh which will allow you to select something like this and you can go to 3d view click Dot on the numpot and you will be able to see where exactly this piece belong so we can see that this piece belong to this small strap here And you can see that there's plenty of seams this red lines are seams that are used to unbrop it now on Simple objects you might not have this problems at all, but I just want to show you most difficult case How you can address it and what you actually gonna need to do so we're gonna try to fix this strand I'm gonna select one edge and click control L and then click normal that will select all mesh that is connected by normals And now I gonna just clean all the seams how do that right click find that clear seams Well, and you can see there is no red lines instead we're gonna select one long line on one edge That will sort of like split it in half like on the repets by the length and so I basically added steam myself That is by the way what is UV about adding seams now.
Let's select this object and unbrop angle based boom nice straight line now Let's enable everything back with all h before I hit it with shift h and I gonna use UV Packer Which is also a free add -on for blender you can use that with blender native tools, but they don't work that well Basically just to pack and make sure they are not overlapping each other and same thing you can do for other parts In some cases you just want to remove some seams and re -unwrap them like this for example same issues here Again, we can do the same operation for the rest of the objects they do have very simple shapes and I tend to make this Myself especially since we have symmetric objects which I split before in the middle and enable it The mirror might fire you can see that why to save time on texturing stage and that is also very good approach for a game development since all this Half will use one big texture that sort of like increased the overall resolution of texture usage So let's place seems like if we are a tailor the idea is Basically the same as real clothing you put seams exactly where it's less visible right?
I have seams here here here well to be honest like it's exactly the same for garment at least for some appendixes such as spikes But some something that goes really really off you can actually separate them and cut them alone Just make sure that you add enough seams that this specific part can be flattened on unwrapped Into something flat right like you're working with paper just like that set all seams when that's ready We can select all objects simply press A in edit modes and right click unwrap angle based boom We have every port nicely placed everything's good We can addition and check stretching if you can see anything closer to red shades Maybe you need to add some additional cuts in my case.
I'm pretty happy We can do that for all the rest of the parts and 30 minutes later. I have all objects on wrapped now. Here's one more important thing If we want to get really good quality of our model it is how we organize materials amount of texture etc. So here what you see is how I organized different materials each color is different materials and I guess you can read the logic here One material face one material all accessories in one material body armor and weapon now Why I'm telling about this now?
It's because it is related to UV of course like with armor for example My last step was to select all the armor pieces that meant to be one material and Unwrap them all together You can do that by selecting them all at once go to UV and do the angle based and then just pack them all together Now the all can use one texture one material with same settings and that's also easier to manage Rather than having 20 different materials and always be confused and which UV ready it means that we can do the baking mainly We do needs normal map normal map contains all this geometry details and stuff So right now if you take a look on your low poly model it definitely lacks a lot of details now Do we fix that we're gonna bake normal map and I also gonna show you how to bake and be in the Cluesian map which can be used in engine like unity or iron or engine for different purposes to add Additional depths etc or we can even merge it with color map.
How do we do that? So here are the steps to take we're gonna go into the shader of our low poly model and you can create a Simple simple shader just pressing the new here and we need to create a texture Let's call it cloud normal for normal map by the way it is connected to a normal map additional No in blender that's how a blender works. So we're gonna need to create that note as well now make sure that this node is Selected then we're gonna go to render a tap here and choose cycles engine all the bakings in blender Only work in cycles and then scroll to the tab called bake that's where we're gonna spend next half an hour Here we have different bake types and let's start with normal map but then we can activate selected to active and I'm gonna set Extrusion let's start with 0 .01 the extrusion of the cage is that additional coverage on top of low Poly that will take into account all geometry between the original surface and extruded surface Like high poly and low poly and so basically baking just transferred that information into the map now Click on high poly then click which shift on low poly model and make sure they again the nodes with the new texture that we created Selected and hit the bake button that will be that Interaction into the selected node texture on this shader menu and here you can see it's something bigs And we can actually preview that let's create here the texture preview and we can see that so we can review if there are some artifacts in artifacts usually look like green yellow stuff or like some bolts a green that basically says that some area wasn't Covered by geometry etc and that is when we're gonna need to go and play a little bit with the cage extrusion Valdeer so to address the issues we can play with settings like let's try to enable cage and play a little bit with the values I tried lower Valdeer which gave me more artifacts so I know now that I need to go into the opposite direction And I ended out with 0 0 6 which gave me the best result and here's how it looked like you can see that all these details Basically transferred to our low poly now you remember that some objects actually share one material and you may ask like But how do I bake it into one map because that's basically the same map well that's not a problem We're gonna use the same exact image and same material just disable this clear image in output all the baking What it gonna do is that it will keep what we already baked and again like the UV is not overlapping That's what you need to take care of in the previous stage that what I explained right just select those objects that share one material in Edit modes and then wrap it together so they are not overlapping and just like that I also bake it pants and here we can review this here in blender Again the delighting settings to see like how actually light will interact it and the normal map again It emitates geometry so it interacts with the lights which is absolutely cool now what you see is low poly model that looks like high poly and Let's repeat the process for other parts Sometimes you might face a relation when everything is perfect but some small parts just not working out like that might be very deep stuff Or maybe you did the UV wrong and to not rework everything etc You can simply go to texture paint in let's say use smear brush Here's the cheat code for me You can use it no Exusion here etc another interesting map that is they get pretty much the same way is embeen the occlusion So we're creating a map and here instead of normal we're gonna choose ambient occlusion also we select High poly low poly but for ambient occlusion you need to make sure that it takes into account surrounding objects Because it's like for this inner shadow so if you don't want this to happen you got a needs to Is a late or other objects in render mode I gonna do that behind the scene here is the final results in it looks just amazing more details how to do baking in blender or Marmace it also an amazing tool for baking is in my another youtube video or of course you can find it in my treaty AI course Now I already feel how cool it will end up what we're gonna do next is of course texture and there are a few ways how we can do that One of the easiest way and sometimes it works extremely well is to texture it with AI completely as one Objects which are gonna do for here in triple of course So you upload your treaty model go to texture tab upload the reference and here you go The result is amazing but there's often some small things that you definitely want to tackle and for that I have another amazing tool called modif which is by the way still free but you can not create private projects Now let's bring it all to motive but don't forget about any modifiers that you were using like you can't keep them like mirror modifier You can keep them on this stage but if you have any of them when exporting GLB I recommend GLB to use it Modif go to mesh and enable apply modif forest setting that will bake all modifiers and mesh and you will see exactly the same thing in Modif otherwise it will look broken so here's our character here in motive and let's do the texturing So how do we do that first of all we can drop all the reference images here by pressing plus and I gonna drop all the same images stats we were using to create it now go to texture tab and here we're gonna work Object by object the process here look extremely simple we select our reference and select a view of our model well obviously we need the reference that matching the current object and then we can generate something and paste it on a free model what of the way is like to put them as layers in another way is to patch my workflow here looks like this I go view by view and patch it create some additional image references until I have like the 90 % done the good thing about Modif is that you can do additional references right here let's say to complete the back site I gonna need to create a variation so which is gonna go click create variation and say like back I'd view generates and here we go like if you're not happy to generate it once again or specify some details added as another reference and use it for another view generated put it on the back and here we go now of course there will be some problems and seams and details or you can generate that entry pull and bring it here and how do I dress it here's the patching tool first you need to select that area that you don't like select the right reference for it and it will generate the fix but now instead of putting everything at once we can only work with that area that we're not happy with like just boom and just with brush just address this area that's whole thing one by one acid by acid we're gonna do exactly the same thing there are few more tools presented here in modif set shirts masking and maybe some like filling holes etc but again main tools are layers and patching they together are more than enough to get a complete nice results also there are some important settings that affect whether this will be affected by light or a bit of but to explain all of that and show you complete process one all of the parts I created another video take a look this video is already along and I still have to show you some cool thing I never showed before so here in modif let's finish everything except eyes yeah there is no eyes and we don't need them because eyes are better made from spheres well that's all done expert everything as a VX or we can export color textures alone now one thing is that it will export it per objects and since I haven't joined the objects before imported into the modif I get four maps and them supposed to be one map so you can do that in different ways one way you can use paint nets and add them all as layers or you can use Photoshop if someone still use Photoshop and just combine them like this so basically add any black layer just to see what's happening and save them as one image alternatively you can give all these four images to your cloud code and ask to do the same it will do that with no problems now we have one texture that we can bring to blender in connect and here we go it's start to look so much better I connected to all of the objects and something is off and what's off is the material because what we did in modif we only created the color map together with the normal map of course and we'll look cool so you can see that normal map is also worked that's why armor look a little bit better but the materials they're impotent so you can actually do that with triple and add the PBR just upload your object to triple to upload since we already have the texture we're going to need to go to PBR here is our object we can see there's no PBR and just generate the PBR and here we go it's definitely a look better than it was bought it's not perfect I definitely want metal to be shinier so keep it as an option in mind for some object it can work pretty well what I want to show you and the reason why I separate armor in one object for example is that you can create nice material maps with a model like patina you can find it in full AI just name it patina it is very cheap there is texture material image to material option and we check it if you figure out some brushed metal patterns and let's generate and see how it looks I'm going to generate two k texture for max resolution there are some settings I don't need hate and normal so we just need roughness and metalness because we already have normal map but again you can additionally use that if you know how to emerge all of them I can do that in a simple way and here we have the patterns this one I didn't like and this one I actually liked so we're going to take this one yeah this is exactly how I wanted to look now what we're going to need to do is go to the material and here let's drop these two maps metallic and roughness and let's connect them very important to make sure that this new maps since there are like property maps set it to non -color and here's how it looks like well it it hundred percent look way better and it was well usually you want to control the scale of this pattern so you can see like it's too big right that's very easy to do we're going to need two things well well to note basically click on the texture and control t that will create this two amazing notes that will allow us to control scale and we're going to also connect it to the roughness so now we have control over scale and you can select them all together and control this pattern also UV doesn't work really great for a tile texture so we can change it to generate it and how about that right oh amazing I think it's way nicer and again since this is like one shared material you can see that it applied to all other objects look amazing now the question is how do we expert all this construction to unrelention well if you try to just expert it like this it's not going to work we're going to need one map similar to color map using the UV of course and for that we can also do baking we're going to need to bake roughness and metallic maps so I'm going to create new map make sure it's selected also select the material outputs go to bake and here just choose the roughness of course we disable selected texture because it's all happened within one object can choose clear image and just press bake and we can see it's something baked but only for a close now here's the thing to do the baking at this stage we're going to first select all the objects and we're also going to need to make sure that all modifiers such as mirror are applied to angle it you can keep and we can actually join all the objects so yeah since this share one material why not let's and boom and you can see this artifact some object is black after joining let me show you how to fix that's very simple it means that most likely the UV there has different name yeah so we're going to name it as the UV in every other object now if we join it everything works fine and we can rename this objects to metal now we can repeat the baking and all objects are now in one map we can save that texture and we can connect it set it to non -color and connect it instead of that generated and we can see the result is basically the same we're going to repeat that process for metallic map and now it's ready to be exported and unrelangen and you're going to see the same results this approach can be used for many things but it's not the only one I also have another free video on my channel specifically about materials explaining how you can tackle one object that consists of different materials some rough parts some shiny parts all of that also possible to tackle in blender or any other software professionals appreciate a lot of substance painters software you can take a look on another video about pro workflow there are explaining some professional tools involved to make it even better but substance painter can take a while to learn well it gives you a lot of color texture and sometimes for simple objects it's more than enough to just tackle some settings in the PBR shader to get the result that you want I'm going to complete that part behind the scene so take a look on that video for more information or join my course but now I'm going to teach you one more cool way how to get realistic eyes and eyelashes so normally I was showing you that we can just create a sphere, smooth it and apply the color texture you can see that in my previous videos but professional approach is to use double sphere to make it more like real eye so for that one we're going to go and download metaheim and conform to polish is absolutely free we just need this heads we're going to take the eye from it so we're going to delete everything except the eye so it also unwrapped nicely and that's exactly what we need so here's the tricks first of all we're going to need to generate texture a realistic texture of the eye I think something like that should not be that much red okay we're going to bring it here and we're also going to duplicate the eye one eye will be sort of transparent and extremely glossy right so here's how I said the material and see blended okay I'm going to set it in blender but again depending on the game engine you might need to do some additional settings in game engine anyway the idea is that is almost transparent and glossy now for the main eyeball we're going to go to it's in here I'm going to move this part a little bit inside in proportional editing to achieve some shape like this and now we can drop our texture here and connect it boom okay it's a little bit off so in UV I can move it a little bit to follow more nicely with my eye okay that's it and yeah let's set the material I should be also glossy material boom like that that little bit transparency and yeah the base color I forgot to set the base color to white so there is no additional setting okay here we go so this additional transparent sphere adds nice glare to give it more realistic look how cool is that and that was extremely simple if you still didn't press that like button it's about a time and now how do we do eyelashes it's very simple with shift let's click somewhere on the eye and that will be our starting point to draw the eyelashes then we're going to create mesh and single vert that's a single lonely vertix then we go to edit modes and we're going to enable this mode that will basically attach every vertex to the polygons that we create and we're going to press E to extrude that lonely vertix into a line of lonely vertices basically forming a eyelash line right so we just created like a line we can disable the shading to see like more prominently when that's done we can actually disable magnets now it actually follows select all of them and extrude once again that's pretty much it we already have basic shape now just adjust the shape you can add some additional loops to achieve some curvature so here's how I do that and let's go generate some mask texture with Gemini that's so simple right now again like you can even screenshot and bring it to not a banana say like I need a mask texture mask texture because again it will be used as an alpha right that's basically an opacity so white color says what's not transparent and black what is transparent you're going to need to adjust UV of course like that so just move it a little bit around scale it and just a while later we have eyelashes done the same way you can do the bottom eyelash very very simple hold together that takes like 10 minutes or more and then of course just mirror it to another eye since your face should be symmetrical how cool is that I mean I think it looks just fantastic so here's our beautiful girl with all the materials and last part before we bring our character to our religion is to do the rigging we're going to do that to accurate so let's select the character exported to acrylic and import it here so long story short what's going on in accurate it's very simple process because you'll be guided all the time first choose the middle line find then the ringing do not worry that your materials doesn't look same here in acrylic basically you can ignore materials at all it's just a preview here and we will reset it when we get back the rigged another step is to place the markers and this one is quite important so take a look very carefully on the tips here on the right and try to position them nicely sometimes if you will get bad results go back at this stage and try to move this points around after a while you'll get the idea how does it works and what is the best position for some markers you do that for the body and then you do that for each hand when you go to the hand by the way it will ask you how many fingers do you have so you can get the idea that even if you have a character with less than five fingers that's totally fine you can also rig it here not an issue and then you of course set the markers for fingers as well let's do that and press calibrate and calibration basically is the rigging itself so here we go I really like this stage because it's like your character suddenly is a life like look I'm a life I can see myself woo she'll look a little bit creepy with this white ice okay you can see the walking sometimes for some characters you might want to do the pose offset I'm super lucky I have everything nearly perfect except some weights which we can dress in blender what's there is dedicated video about rigging of course on my channel so let's go and explore the it's to unrelanger I correct by the way is absolutely free but the catch here is that if you want to use their animations they do have like huge library of different animations for various of purposes you're gonna need to bite them I don't really need that because we're gonna here okay and so we're gonna fight armature and we're gonna need to reassign the materials so we'll let just go through each material and set the right one without this one and now we can go to the pose modes and smooth the bones around and see that it works and it works indeed but usually in some places like armpits we can see that when we move the arm the part of the body moves where when it should and this is all about the weight correction one of the easiest way to do that is that's we're gonna select the armature then we're gonna select the object and go to weight paint do that in exactly this order that will allow you to shift control on any bone and see what area is affected by that bone now here we do have a brush and brush basically set the color the color reflects how much this particular bone affect pig's particular area of the mesh so blue means zero meaning that it will not take control over it but we still see that I remove some weight but there's still some moment this because like of another bone so we're gonna need to fix this one a little bit more right just like that you can make the moment nicer for here it's a little bit different case we just need to set all here to be following the heads how do we do that let's select the here then let's select that armature go to weight paint now here shifts control and we need to select the head bone exactly basis let's find that head bone oh this one is this small which is head then we're gonna go set weight to one and in weights set weights what I just did I set 100 % weights on head bone for here which I also gonna do to the accessories yep behind the scene I also put the accessors into the here that's was very easy and now if we move around the heads we can see that's everything worse as expected later on you can actually add additional bones in animated which I think I gonna do later in any religion and congratulations to myself this character is done altogether it took a little bit more than two days but I'm extremely happy and just a few years ago I couldn't imagine I will be able to do such a cool character in such short terms in fact it ended up so nice that I decided to do some additional cool setup in underlanger which you're gonna see now so first of all of course adding some physics to here some additional setup in Unreal Engine setup small scene and do this cool camera renders so you can have that amazing intro video which you saw in the beginning by the way Unreal Engine 5 .8 is absolute gold I already made a few videos about new meta humans about new markerless motion capture mcp all that great stuff it's all on my channel it's absolutely amazing it allows you to move really fast and all of that is basically free and guys please don't forget to like subscribe and leave the comments making this long video takes a lot of effort but I really believe you're gonna learn a lot from it so that was stuff as usual see you in the next one
The words are the caption track's own and nothing is reworded or re-transcribed. Paragraph breaks are placed between sentences so the text reads as prose.
Free tools for your own script: paste a draft and see where it stands before you record it.
Paste your draft and see where viewers are likely to drop off, with a rewrite for each weak line.
Paste the first 30 seconds of your own draft for a hook score and rewrites.
Check your draft against YouTube's advertiser-friendly guidelines before you record it.
Read this channel's public videos and transcripts, and download a writing brief for it.