How to Create a Full Character in 3D - Workflow Explained

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  • เผยแพร่เมื่อ 26 ต.ค. 2022
  • Realistic Character Portrait Masterclass:
    flipnm.co/characterMasterclass
    In this video tutorial, you'll learn the whole workflow for making a realistic character using Blender, ZBrush and Substance Painter.
    Sculpting in ZBrush - 01:54
    Retopology in Blender - 07:34
    Reprojection in ZBrush - 12:23
    UVs in Blender - 14:46
    Production Sculpting - 16:51
    Sculpting Pores - 17:23
    Texture Painting in Substance Painter - 19:43
    Final Maps in Painter (Base Color, Roughness, Scattering) - 23:41
    Skin Shading in Blender - 29:05
    AgX - 33:25
    Groom - 35:02
    Lighting and Final Render - 37:31
    Post Processing in Photoshop - 41:09
    AgX Download:
    github.com/sobotka/AgX
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    Our episodes are also available on all major podcast services!

ความคิดเห็น • 94

  • @amesmedia4447
    @amesmedia4447 ปีที่แล้ว +5

    I’m super stoked, this course is on my Christmas list, and I feel like this is going to fill in a whole bunch of gaps in my knowledge! If not even for the simple reassurances of “it’s okay to add a few more details to the sculpt even if you’ve started texture painting.”

  • @musashidanmcgrath
    @musashidanmcgrath ปีที่แล้ว +20

    38:45 the subsurface radius number is not just an arbitrary number, it's from the Random Walk shading model. This is how it works in Arnold as well. This is physically accurate, as it's derived from how light penetrates skin, red light absorbs deepest, followed by green, and then blue. You can see this in Arnold too: R 1.0/G 0.33/B 0.2. This is the number recommended by the Arnold devs for the most realistic shading of skin. Plugging maps into these numbers is old school, same for spec/roughness maps(if you want to retain physical accuracy) The random walk shadding model only needs a displacement/bump map, as the reflection is driven by the microsurface detail. Of course, there's nothing stopping you plugging old school maps into the channels for artistic reasons.

    • @Uxcis
      @Uxcis 10 หลายเดือนก่อน

      What do you mean with plugging maps is old school? Using spec/rough maps for driving roughness? I don't think I understand what you mean

  • @PeteGavrov
    @PeteGavrov ปีที่แล้ว +18

    Super cool to see a new video from you guys! I know you are busy and all but i bet this video will be a blast to watch. An awesome throwback to the full character workflow video that you did a few years ago 🙌

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว +6

      Thank you! We really want to make more videos like this in the future :D

    • @oartehaga
      @oartehaga ปีที่แล้ว +2

      @@FlippedNormals We miss you guys.

  • @steffenhartmann6166
    @steffenhartmann6166 ปีที่แล้ว +9

    Post processing is such an important last step. Great video!

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว +6

      It really is! Every single render needs post work

  • @MikeCauchiArt
    @MikeCauchiArt ปีที่แล้ว +52

    Forwarding this on to all the students I know, its a great resource to outline everything for them visually with a high quality asset :)
    Quick tip on the skin shading:
    You mentioned plugging the colour map in to subsurface and setting its weight to 1. Although this works, when you are going for realism it can be good to plug the colour in to diffuse AND SSS colour, that way the subsurface amount slider becomes a blend. Telling the shader how much light should reflect off the skin and how much should pass through the top layer. It really helps get a bit extra definition in your models to have a touch of diffuse :)

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว +6

      Brilliant, thanks Mike!
      This is a solid tip. Comment pinned!

    • @neilmarshall5087
      @neilmarshall5087 ปีที่แล้ว +2

      @@FlippedNormals Pinned ????

    • @HaidarAli-sr4rk
      @HaidarAli-sr4rk ปีที่แล้ว

      @@FlippedNormals I sec that , you guys provide materials everyone should know about , thank you for that

    • @spoonkitchenware
      @spoonkitchenware ปีที่แล้ว

      @@FlippedNormals not actually pinned. It didn't work.

    • @gregoriikatastrov7472
      @gregoriikatastrov7472 ปีที่แล้ว

      Also, instead of adding mix color node set its blending to 0 and picking the color you like, its less confusing if you just add Input>RGB node.

  • @Viletuff
    @Viletuff ปีที่แล้ว +1

    amazingly helpful video for someone who's still pretty new to 3d. Thank you so much!!

  • @CGDive
    @CGDive ปีที่แล้ว

    Awesome!
    I am curious about the Mix node you plug into Subsurface Radius. You don't seem to be mixing anything so can't you use an RGB node instead? Or does the Mix have some special function?

  • @devformation
    @devformation ปีที่แล้ว +1

    Hurray! New video!

  • @philmehrart
    @philmehrart ปีที่แล้ว +3

    That was the one crit I had for the software, UVing - compared to the Maya UV editor its definitely lacking. With plugins like UV Packmaster, Textools and Zen UV however, the process is improved. I also wouldn't really be inclined to texture/sculpt in Blender as imo there are far better softwares for that (Painter/ZB.) However, everything else I've seen in Blender is impressive, i.e. the modeling/shader editor is so cool - looking forward to delving further into the software. Thanks for the breakdown

  • @Uradamus
    @Uradamus 8 หลายเดือนก่อน +1

    A nice thing in Blener 4.0 is that they are bringing in AGX as the new default.

  • @Scene900
    @Scene900 ปีที่แล้ว

    Amazing

  • @gtaonline3542
    @gtaonline3542 ปีที่แล้ว +2

    This is awesome, you guys just put a lot of work into every project. And that's why the result look really great.
    Btw, how many hours it should take for an intermediate artist to get this kinda result?

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว +4

      Thank you! :)
      That's a great question, actually. You're probably talking around 70 hours or so. This realtime took 24 hours start to finish (the unedited recording, edited its 21h), but then the result was already made before. It would've taken us at least double without it having been done before, and we've done this for a while now.

    • @gtaonline3542
      @gtaonline3542 ปีที่แล้ว +1

      @@FlippedNormals Thanks a lot for the info. And love your videos ❤️❤️❤️.

    • @The_Toonimator
      @The_Toonimator ปีที่แล้ว

      Thanks for this. Great job and always learning something new. Also learning from the discussions on here too.😁 Def seems like a good overview into your masterclass. The quick post processing overview at the end was golden. That's one thing that I don't seem to spend alot of time on... due to having no time. 😆

  • @biomechanism1
    @biomechanism1 ปีที่แล้ว

    Ayy yall back :D

  • @maurooldani4036
    @maurooldani4036 ปีที่แล้ว

    Love the content

  • @jellybeansi
    @jellybeansi ปีที่แล้ว

    Any tips for reprojecting* the mouth/lip area, where the lips connect/crash? I always get artifacts ("spikes") there. Is the best option to just mask out that area and then use the project brush to manually project the rest of the missing details?

  • @Nevalkar_
    @Nevalkar_ ปีที่แล้ว

    I am just curious that it looks like normal maps weren't used for this character. Is only the displacement map the one that takes care of the details?

  • @aydenmcfly1362
    @aydenmcfly1362 ปีที่แล้ว

    I've wanted this topic so bad, wish you guys included accessories but I guess the same steps can be applied to each individual item

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว

      If you want all the project files and the video, there's a link to the full masterclass here: flippednormals.com/downloads/realistic-character-portrait-masterclass/

  • @DarkFreaker955
    @DarkFreaker955 ปีที่แล้ว

    You mention UDIMs being much more prevalent now in areas other than film, does that include video games like in UE5?

  • @VladimirPesic
    @VladimirPesic ปีที่แล้ว +1

    7:50 Maybe it's not a perfect solution, but turning on "Backface Culling" helps a lot with visibility while doing retopology in "vanilla" Blender.

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว

      It helps a little bit, but it's still not a full solution unfortunately. Retopo Flow has a pretty good retopo shader though!

  • @Mr.Boglin
    @Mr.Boglin 4 หลายเดือนก่อน +1

    So do you block it out with Dynamesh and or Sculptris Pro, then Zremesh it, project history and sculpt fine details with sub divisions? or can you make the whole thing with sculptris pro? it seems like when i use sculptris pro it's always really sketchy looking no matter what i do.

  • @veidosaco3550
    @veidosaco3550 ปีที่แล้ว +2

    Does the fibers used in zbrush/blender for hair and eyebrows cause performance issues in real-time rendering in modern game engines? Ive seen the magic that nanites in Unreal 5 can do, is this one of them?
    I would really like to just freely create hair for games without any restraints or workarounds like hair cards with UVs...

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว +1

      You still very much need hair cards for games. Its far too heavy with 'real' hair currently

  • @matthewwoodhouse9739
    @matthewwoodhouse9739 ปีที่แล้ว

    Hi, can anyone recommend a good famous person to use as reference when starting with more realistic sculpts??

  • @lamierpeguero5028
    @lamierpeguero5028 ปีที่แล้ว

    I’m a bit confused, when you do UV’s, you unwrap it in Blender first?
    On top of that, how does marking a seam affect anything when exporting the OBJ from Blender to ZBrush?

  • @Bokaj01
    @Bokaj01 ปีที่แล้ว

    The numbers sliders under 'Subsurface Radius', is that not just representing R-G-B colors?

  • @stevenalvins91
    @stevenalvins91 ปีที่แล้ว

    Wait so when you mark seam and export it as a OBJ into Blender, are you using the GoB add-on? Exporting it manually? Also, how does marking seam transfer into ZBrush???

  • @JoaoVictor-vd9fn
    @JoaoVictor-vd9fn 10 หลายเดือนก่อน

    Is there any poroblem if you make the model first on Zbrush and then take it to Blender to then retopologize and continue the process ?

  • @patrikvojtas7806
    @patrikvojtas7806 9 หลายเดือนก่อน

    hiya, I'm trying to follow the video but i gor lost at 13:20 the reprojecting hight poly onto low poly. What is the tool/ workflow to achieve that? can anyone help please? @flippednormals ?

  • @Psychocas873
    @Psychocas873 หลายเดือนก่อน

    Hello, I love your work! I wanted to know if by doing your course, I could replace blender with maya or do you necessarily have to blender? thank you

  • @MrBurando
    @MrBurando หลายเดือนก่อน

    what file format do you use to export from a software to another?

  • @fkcai
    @fkcai 9 หลายเดือนก่อน +1

    I don’t understand can you animate these? I’m just trying to figure out how to get sculpt details into my animation model

  • @robierob_5932
    @robierob_5932 ปีที่แล้ว

    How do you do chromatic aberration in ps?

  • @arsenbarsegyanc7734
    @arsenbarsegyanc7734 ปีที่แล้ว

    Nice!!!but how do you work in photoshop after rendering in agx?

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว

      You just export as as PNG with the LUT baked into it :)

    • @arsenbarsegyanc7734
      @arsenbarsegyanc7734 ปีที่แล้ว

      @@FlippedNormals can I did same thing with aces?

  • @Lyco0n
    @Lyco0n ปีที่แล้ว

    I have a question. Did you get 64kk poly into painter directly from Zbrush? How do you work with scale between blender and Zbrush?

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว +4

      The model was decimated to a few hunded k points so that the model worked in Painter.
      Scale was established early on in Blender and never changed. We used real world units in Blender and then simply exported OBJs between the software. Nothing really else to do there :)

    • @Lyco0n
      @Lyco0n ปีที่แล้ว +1

      @@FlippedNormals Thank you for answer, establishing scale in Blender seems like easiest way

  • @gustavofring4363
    @gustavofring4363 3 หลายเดือนก่อน +1

    Ah I was hoping we could see the UV unwrapping in Maya

  • @alexpurkhalo711
    @alexpurkhalo711 10 หลายเดือนก่อน

    In other series you used Arnold for rendering and SSS emulation, so what's the difference between those two, if I already used to Maya for rendering, should I switch to Blender?

    • @FlippedNormals
      @FlippedNormals  10 หลายเดือนก่อน +1

      We're actually working on a very similar video to this for Arnold. Personally I prefer Arnold over Cycles, and Xgen is much more developed for hair. Up up to you :)

    • @alexpurkhalo711
      @alexpurkhalo711 10 หลายเดือนก่อน

      @@FlippedNormals cool, thx

  • @ThePokeManiac
    @ThePokeManiac ปีที่แล้ว +1

    awesome tut, as soon as u switched up eyebrows in blender he suddenly looked like *LIAM NESON* 😅

  • @lewisgraham4239
    @lewisgraham4239 8 หลายเดือนก่อน +12

    the best advice you'll ever get is to buy a sketch book. learn how to draw and draw a lot. take some life drawing classes and draw from life. once you get comfortable with drawing learn how to sculpt and sculpt a lot. these skills will make you a beast in these applications. at the end of the day zbrush, plasticity, maya, blender, and 3ds max are only extensions of your understanding of traditional skills.

    • @MrAmmaccabanane97
      @MrAmmaccabanane97 6 หลายเดือนก่อน

      Wise suggestion, Sir.

    • @user-yw5df1tr3i
      @user-yw5df1tr3i 3 หลายเดือนก่อน +2

      I wouldnt necessarily discourage someone from picking it up first. I hated drawing my whole life, my third sculpt ever was 10x better than anything ive ever drawn. Some people may (MAY) just take to sculpting in blender way better than drawing, just my personal anecdote. If i read this and took it at face value I might never have tried doing realistic sculpts, and I'd think i never could cuz my lack of interest in drawing.
      No flame, just offering a perspective of someone who happened to take to blender sculpting in a way you'd never think could happen

    • @user-yw5df1tr3i
      @user-yw5df1tr3i 3 หลายเดือนก่อน

      BUT i'd still recommend a sketchbook, even if you only sketch enough to remind yourself of what is in your minds eye. My sketches are useless, but theyre good enough for me to recall my mental imagery later.

    • @Jungheinz
      @Jungheinz 2 หลายเดือนก่อน

      You are right of course but for people who don’t have 10 years to spare before even turning PC on, I would suggest small alternative - try to do all at once. It’s not necessary to have professional drawing skills and doctor-like understanding of anatomy to apply learnt skills on sculpting and to be Michelangelo to start digital sculpting. These things are interconnected and even more fun when learnt simultaneously.
      First works wouldn’t even resemble human (if human is a goal) but who cares? Learning to watch and see is the most important at the beginning. And combining 2d and 3d might be even more useful for adopting this skill than taking it step by step.

    • @Jungheinz
      @Jungheinz 2 หลายเดือนก่อน

      @@user-yw5df1tr3iI learnt to like drawing after borrowing mom’s tablet and starting again (after many MANY previous efforts) digitally. Funny, now I find more comfortable just to use pencil and paper. Yes, sculpting was just more fun and required little manual dexterity so it could add a little “practical” skills into the equation. Still, even in this case it was much better and fun in digital world. And I was avoiding it for pretty long time.

  • @ayoadeabobarin522
    @ayoadeabobarin522 ปีที่แล้ว

    hello me Henning,what is the difference between this class and the one up on sale in Flipped normals

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว

      The video here is a very very short version of the whole class. The one for sale is around 21 hours long, showing the whole process all in realtime :)

  • @chillywilson
    @chillywilson ปีที่แล้ว

    Where is that eye kit for sale. Your site is dropdown sub menu background isn't filling all the options so the links are mixing on chrome?

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว

      The Eye Kit is available here:
      flippednormals.com/downloads/flippednormals-eye-kit/

    • @chillywilson
      @chillywilson ปีที่แล้ว

      @@FlippedNormals thank you, I see $500 for commercial, do you make that often? For 500 I can pay my lancer or make it myself and own the rights, I'm just curious if that's a normal commercial rate, because now I'm thinking of selling stock?

  • @5690467489056750
    @5690467489056750 ปีที่แล้ว

    You should add more blur to the eyebrows they look too solid. Also I preferred the warmer look.

  • @murrowboy
    @murrowboy ปีที่แล้ว

    Wasn't this on flipped normals? You guys giving a section away of it for free now?

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว

      We usually always release 1 chapter for free from our courses so people can get a sense of how its being taught

  • @mmoarchives2542
    @mmoarchives2542 ปีที่แล้ว +1

    just not a fan of blender scupting, what i do, is sculpt and paint in zbrush, then i do terrain and HDRs in blender, then i export to photoshop for final piece, blender just needs way too many addons just to get started sculpting, and not that easy to use

  • @thiogarces
    @thiogarces ปีที่แล้ว

    Dont cut in pole areas

  • @williamreid74
    @williamreid74 ปีที่แล้ว +1

    How would make animation of the transformation from normal face to devil face?

  • @0Brincess
    @0Brincess ปีที่แล้ว

    its too expensive for my situation to buy your course .

  • @popopo7476
    @popopo7476 ปีที่แล้ว

    윤,,?

  • @Glitch-Gremlin
    @Glitch-Gremlin 8 หลายเดือนก่อน +2

    I wish Blender would get its ass in gear and make its sculpting as good as Zbrushes, or at least an on par second. Currently 3dcoat is the best second...not that people cant do amazing things in blenders sculpting, but it STRUGGLES with anything bigger than an Anime Mascot. Or Anime Girl, honestly

  • @Dmitry2184
    @Dmitry2184 ปีที่แล้ว +4

    >”how to create a full character in 3d”
    Proceeds to creating a bust of a character in 3d

    • @charlieh980
      @charlieh980 ปีที่แล้ว

      It’s the full pipeline though ¯\_(ツ)_/¯ everything here is applicable to modeling the rest of the body

  • @anitahodge5507
    @anitahodge5507 ปีที่แล้ว

    Pᵣₒmₒˢᵐ

  • @3ddm
    @3ddm ปีที่แล้ว

    Poor old Dara O'Brien

    • @FlippedNormals
      @FlippedNormals  ปีที่แล้ว

      My god... never realized that before.

  • @jimmyyang5611
    @jimmyyang5611 ปีที่แล้ว

    Why did you sculpt the present Korean president? lol

  • @AndreiUntu
    @AndreiUntu 10 หลายเดือนก่อน

    You are wasting a lot of time remeshing that way when you can just create polygroups and use Zremesher

    • @FlippedNormals
      @FlippedNormals  10 หลายเดือนก่อน

      It's actually a very common misconception that Zremesher and auto retopo is better than doing it by hand. It works in some cases but it has tons of drawbacks. We have loads of videos on that:)

  • @gegi4577
    @gegi4577 ปีที่แล้ว

    a thousand dollars for commercial license?🤨 who the fuck needs to use it commercialy...