When you scroll the UV like that, her face looks like a fruit machine. I like the idea of using this somehow to express that a character is unsure what to feel
I started last month making my model using your low poly tutorial, went through texturing, rigging and about to finish some weight painting and now this banger drops so I can bring my model to completion with a face 😭
if you're not scared of expressions, you can have a bone in your rig with a custom property (like an integer) that starts from 0 (cap the minimum), then use this as a driver into a single combine xyz node, then modify the driver to be this expression: value*-0.25. If you want to account for the right side of your textures, you can simply have a boolean toggle, then in the xyz's X value, set it as a driver but make the expression value*(whatever your lateral offset is). To do this without a secondary toggle is a bit more complicated but doable for sure. Just a bit long winded imo.
im rather new to low poly modeling, only been at it for a few weeks and videos like this are so helpful. also even before you said it my mind went to "oh like animal crossing" because it seemed familiar. Really informative! Subscribed!
I knew of the mix nodes for multiple textures, but your clear explanation and demonstration of the math nodes has helped me with understand the optimisation of the process. Animating using a single value instead of juggling countless others helps tremendously! This newly acquired technique may serve as a key motivator and still framing method for my future 2D animations. Thanks a bunch! ^-^
I really love your character style! So much so that I will try to us it as my baseline style for creating m characters. I want a Anime Style but have this style as a way to help simplify their designs! Your tutorials are a excellent baseline for up in coming Animators. Please keep up the work! And Thank you for inspiring me!
This is so perfect, helped me out a LOT because previously i just didn't give any of my models an expression because i didn't know how lol. Now my new model finally can express emotion. Your tutorial was really helpful and easy thank you so much!!
I did something almost exactly like this. I just UV unwraped the model my self and pack everything but the face in the bottom half of the texture, then a make a mask for the face. And I made the shader in unity like the video so I had mouth visemes for vrchat, while still meeting excellent quality on the quest.
Something you could have as well done is get a driver For the location to be set up and set a control point to be used that you can move around to change the face, and that would work great for animation
Back when I used Maya, if I were to do something like this, I'd use something called "Set Driven Key" to assign the different UV values to a custom, keyable attribute assigned to some kind of object on the rig (usually a curve controller), that you could access from the Attributes sidebar, which is essentially Maya's equivalent to Blender's Item tab or Object Properties menu. I do like how visually intuitive it seems to animate this stuff with a bone you move around, although I could also see it getting messy (especially if you wanna have more control over more stuff). I'm wondering if the "Custom Properties" section in Object Properties functions like Maya's custom attributes. Like, maybe you could make a custom property that allows you to move those bones to the different values from Object Properties? That way you'd have the option to do both. I think the custom properties even show up on the Item tab for quick access once you make them.
I was wondering the same thing. I've been learning Blender coming off of Maya and while some things are easier a lot of things are just messier unless you write your own python scripts.
Amazing video, thank you so much! I had seen some other people do something similar but they never went into detail on how to do it, and to be honest I was really struggling with understanding how to move the uv's effectively. I had heard of drivers but had no idea how to use them. You explained it so well, thank you!
hello, dear la cruzo as you can see I am making every step you are telling us right now but I've got a problem in this part 1:47 while making the tutorial on my character, that the face we are assigning after {project from view} is literally not showing on the {image editor} after adding {color grid} type, I hope you get my question , and thank you
I just watched this and your previous video, I've got a project I want to start of a low-poly fashion game inspired by ds and 3ds games, I've never touched blender in my life and even though I was only half listening, everything made sense to me, I cant wait to get started on the project! Subbed!
Great breakdown! I had previously purchased your low poly girl model to recreate it from scratch and subsequently texture it in Substance Painter (a workflow I'm trying to learn). I've been looking for a good tutorial that covers animating 2D faces and look what pops up in my feed. Thank you so much!
very clear and good explanation! i've been meaning to look into this, but the other videos i've seen have looked too long so i hadn't gotten to it... i usually just model facial features to have my characters emote, but this is a good technique to have under your belt too. now the only thing i wonder about is how lowpoly vtubers have 2d texture faces connected to their program of choice, since the unity pack used for creating vtuber and vrchat models expects shape keys, not armature changes for the expressions...
Still didn't decide how I make the faces of my character for my game. I guess I'll go with this method shown here. But since it has a character creator and skin color can look different for each character, I'll make some extra polygons over the head/face and make eyes and mouth on a transparent background
Been following all your videos, they're awesome! It could ve very helpful for beginners to know how to render this kind of scenes! you know, just to showcase the character in a proper way. Keep it up ;)
@@rorosft yes but he doesnt actually make a proper example which you would kind of need to understand how to animate properly, i figured out how to animate textures anyways by my self but i gave up on animation because of mental health issues
writing this as a reminder to myself: to get the colour grid on the texture go into uv editor, press "n", go to "image", change the source to "colour grid"
I'm surprised by the number of nodes you've used to enable toggling between the various faces. You should be able to do it all with just a few Math nodes, could you not? Just take two Value node inputs `X` and `Y`, compute `floor(X) / numFacesHorizontal` and `-1 * floor(Y) / numFacesVertical`, then feed those directly into one single Combine XYZ node before sending it to the Mapping node. Is there any reason why what wouldn't work? I've never used Blender before, but I _have_ just finished two university courses on Computer Graphics and Game Engine Development; that's probably how I would do it if I was writing a shader. Doing it all with just math would let you support arbitrarily many faces both vertically and horizontally, and would require waaay fewer nodes in the long run as you added more faces. The way you're currently doing it means that every single face requires a new Greater Than node, Mix node, *and* Combine XYZ node, and it also requires that you do all the offsets yourself. That's a lot of extra work! (what if I have a grid of 7x2 faces? I don't want to have to count upwards by 0.142857 for each subsequent Combine XYZ node). You could even make the `numFaces` values be inputs themselves, which would let you have a dynamic number of faces (e.g. you wanted load/swap out to a different palette of faces at runtime). Again though, I've never used Blender lol. Hopefully I don't sound too judgy. Just hoping my computer graphics skills are transferrable enough to not be totally off-base here 😛 Thought it couldn't hurt to ask! 🙂 I love your art style!
this is the style i want to make a cartoon in lmao so thank you for making a more intuitive less drawn out and fed tutorial on this, question though, say wanted the eyes and the mouth on seperate animations, id just do the same method twice due to the split yeah? new to blender and trying to figure out the easiest paths of animation lol
Yeah, this is the one, this is the tutorial I'm looking for :D Thank you so much for video. Gunna make a bunch of animal crossing characters after this! :Đ
Since I had 20 Face exprecions I didn't wanted to make 20x CombinXYZ and Mix nodes each 🤔 So I just had a texture with my 20x faces and mouths in a colum each and changed the Y-location with a multiply and subtract node. It works finde since every exprecion has the same grid-offset 🤔
I def love this tutorials! and they seem pretty easy, others take a lot of things I can barely keep it going with. ALTHOUGH! I wonder, this can work to make it a VRChat avatar as well? that is my main reason why I look for blender tutorials and like I said, this is the best one so far, but as well I want to know if it can work for something like using it for vr games and stuff
I really like this tutorial, but it left me one doubt. Can I go from face 1 to face 4 without going through the other faces? Do I need to edit the interpolation curve in order to do that?
When you scroll the UV like that, her face looks like a fruit machine. I like the idea of using this somehow to express that a character is unsure what to feel
That’s a fun idea yeah xD
kinda like good/bad cop from lego movie
My wishes have been answered! YEAHHHH!
Ikr! This is exactly what I was looking for after the last video
Another god tier easy to follow tutorial with simple yet in-depth explanations?
Sign me up, I'm all here for it
I started last month making my model using your low poly tutorial, went through texturing, rigging and about to finish some weight painting and now this banger drops so I can bring my model to completion with a face 😭
This is the gold standard for a Blender tutorial. Thanks for sharing, bud.
I love the idea of the face rolling to the current expression.
if you're not scared of expressions, you can have a bone in your rig with a custom property (like an integer) that starts from 0 (cap the minimum), then use this as a driver into a single combine xyz node, then modify the driver to be this expression: value*-0.25. If you want to account for the right side of your textures, you can simply have a boolean toggle, then in the xyz's X value, set it as a driver but make the expression value*(whatever your lateral offset is). To do this without a secondary toggle is a bit more complicated but doable for sure. Just a bit long winded imo.
sounds like a clever way of doing it! wouldn't need as many nodes as well
im rather new to low poly modeling, only been at it for a few weeks and videos like this are so helpful. also even before you said it my mind went to "oh like animal crossing" because it seemed familiar. Really informative! Subscribed!
1:35 Analog horror characters be like
True lol
I love your tutorials. Theyve been super to follow. Im wondering if you could show a basic rigging method too?
I knew of the mix nodes for multiple textures, but your clear explanation and demonstration of the math nodes has helped me with understand the optimisation of the process. Animating using a single value instead of juggling countless others helps tremendously!
This newly acquired technique may serve as a key motivator and still framing method for my future 2D animations. Thanks a bunch! ^-^
I really love your character style! So much so that I will try to us it as my baseline style for creating m characters. I want a Anime Style but have this style as a way to help simplify their designs! Your tutorials are a excellent baseline for up in coming Animators. Please keep up the work! And Thank you for inspiring me!
Did I just find my new favorite blender youtuber?? I love your work!!
I’ll definitely be trying this when I attempt 3D games in Godot. Thanks for sharing!
This is so perfect, helped me out a LOT because previously i just didn't give any of my models an expression because i didn't know how lol. Now my new model finally can express emotion. Your tutorial was really helpful and easy thank you so much!!
Loved the last tutorial, excited to try this out, thank you for making these
I did something almost exactly like this. I just UV unwraped the model my self and pack everything but the face in the bottom half of the texture, then a make a mask for the face. And I made the shader in unity like the video so I had mouth visemes for vrchat, while still meeting excellent quality on the quest.
AWWW!! MY FAV GAME DEVV COMMENTED!!
This art style reminds me of MySims. So cute!
Extremely helpful; preciate you lacruzo!
Simply Amazing!!
Absolutely incredible tutorial! It's a great continuation from the last one! Thank you so much for making these :D
I’ve been looking on and off for something like this, and it pops up in my recommended? YEAAAAAAAA
고마워요 감사합니다 당신의 모델링은 정말 매력적이에요
Something you could have as well done is get a driver For the location to be set up and set a control point to be used that you can move around to change the face, and that would work great for animation
You should start a discord! Would also love to see videos of how you began learning blender, what resources you used, etc.
Back when I used Maya, if I were to do something like this, I'd use something called "Set Driven Key" to assign the different UV values to a custom, keyable attribute assigned to some kind of object on the rig (usually a curve controller), that you could access from the Attributes sidebar, which is essentially Maya's equivalent to Blender's Item tab or Object Properties menu. I do like how visually intuitive it seems to animate this stuff with a bone you move around, although I could also see it getting messy (especially if you wanna have more control over more stuff). I'm wondering if the "Custom Properties" section in Object Properties functions like Maya's custom attributes. Like, maybe you could make a custom property that allows you to move those bones to the different values from Object Properties? That way you'd have the option to do both. I think the custom properties even show up on the Item tab for quick access once you make them.
I was wondering the same thing.
I've been learning Blender coming off of Maya and while some things are easier a lot of things are just messier unless you write your own python scripts.
Your tutorials are just fantastic!! Amazingly clear explanations while still going very in-depth!
I no nothing about blender or 3d models or animating but this video made me feel smart
I'm so glad I found this, I'm dipping my toes with 3D modeling by learning how to make low poly stuff and this is so helpful!
8:15 I can't find mix nodes on blender 2.8, I eventually got it working feeding snap nodes to minimum nodes, then applying that to a xyz
Amazing video, thank you so much! I had seen some other people do something similar but they never went into detail on how to do it, and to be honest I was really struggling with understanding how to move the uv's effectively. I had heard of drivers but had no idea how to use them. You explained it so well, thank you!
Such a cute technique and character, thank you
I love this tutorial, it made everything so much easier to understand !
hello, dear la cruzo
as you can see I am making every step you are telling us right now but I've got a problem in this part 1:47 while making the tutorial on my character, that the face we are assigning after {project from view} is literally not showing on the {image editor} after adding {color grid} type, I hope you get my question , and thank you
omggg i was WAITING FOR TGIS
I just watched this and your previous video, I've got a project I want to start of a low-poly fashion game inspired by ds and 3ds games, I've never touched blender in my life and even though I was only half listening, everything made sense to me, I cant wait to get started on the project! Subbed!
7:19 I’m on Blender 3.3, is there any other node that’s similar to the mix node?
This video helped me so much, the previous one too. Took some work but animating will be way easier this way.
Is there a way to make the eye pupils movable on its own?
@@OldProter oof, I don't know, usually people rig those
This is brilliant!!! Thank you! this was very informative
Oh you don’t know how long Ive been looking for this! Im going for a stray-esque robot guy
Loves both tutorials really, easy to learn. It would be awesome a tutorial on rigging on the future if you can please
Great breakdown! I had previously purchased your low poly girl model to recreate it from scratch and subsequently texture it in Substance Painter (a workflow I'm trying to learn). I've been looking for a good tutorial that covers animating 2D faces and look what pops up in my feed. Thank you so much!
nice one. very informative and easy to understand as well as easy to replicate. awesome. thx, dude.
very clear and good explanation! i've been meaning to look into this, but the other videos i've seen have looked too long so i hadn't gotten to it... i usually just model facial features to have my characters emote, but this is a good technique to have under your belt too. now the only thing i wonder about is how lowpoly vtubers have 2d texture faces connected to their program of choice, since the unity pack used for creating vtuber and vrchat models expects shape keys, not armature changes for the expressions...
Amazing content , i hope to see a video about rigging next time
It's crazy how in few shots it looks more like a vector drawing than a 3d model
This incredibly detailed, well explained, and smart
I loved this so much
Thank you for your hard work
Wooo, amazing! just what I've been looking for
Thanks Man , I have been waiting for this method tutorial for long time!! you explained it so nicely.
Yep was doing that in a game I released in 2015
I was just thinking about this, thanks!
Still didn't decide how I make the faces of my character for my game. I guess I'll go with this method shown here. But since it has a character creator and skin color can look different for each character, I'll make some extra polygons over the head/face and make eyes and mouth on a transparent background
lacruzo I love your tutorials, very good.
Been following all your videos, they're awesome! It could ve very helpful for beginners to know how to render this kind of scenes! you know, just to showcase the character in a proper way. Keep it up ;)
I realized a dream, thank you
7:11
So, I follow along this tutorial with my blender 2.81a and I can't find this mix. Does anyone have a solution for this? Thanks
Absolutely awesome tutorial! You can also use an Image Sequence + Offset for the different faces. Keep it up!
Awesome! Thanks
ok but how do you actually animate the faces!!??
thats its own video, and would be for just general 2d animation
@@sael_spectre i gave up honestly
He says it in the video…
@@rorosft yes but he doesnt actually make a proper example which you would kind of need to understand how to animate properly, i figured out how to animate textures anyways by my self but i gave up on animation because of mental health issues
@ebot1944 the way to animate is with key frames.
I LOVE THE WAY YOU MAKE TUTORIAL
That's a great way to animate face expressions. I will use it for my game.🤘
nice one, always love your videos ! keep up the good work
Thank you so much!
rigging next please 🙏
its literaly what i was looking for, THANKS YOU ILY
Thank you so much for this!! This is so cool!!
Love your work! thank you so much!
THANKKK YOOOUUUUUUU ive been wanting to learn how to do this and this is amazing timing!!!
These vids are great please upload more!
How did you get that window to pop up when renaming the bone? at 9:17
EDIT: nvm it's with F2 on windows
I CAN NOT TELL YOU!!! HOW LONG!!!!!!! ive been trying to figure this out, ON MY OWN!!!!!!!!!!!!!!!!!
writing this as a reminder to myself: to get the colour grid on the texture go into uv editor, press "n", go to "image", change the source to "colour grid"
this is gem video
I’m saving this to use for later , thanks for the explaination
reallly coool stuff man, thanks for the video, appreciate it.
I'm surprised by the number of nodes you've used to enable toggling between the various faces. You should be able to do it all with just a few Math nodes, could you not? Just take two Value node inputs `X` and `Y`, compute `floor(X) / numFacesHorizontal` and `-1 * floor(Y) / numFacesVertical`, then feed those directly into one single Combine XYZ node before sending it to the Mapping node. Is there any reason why what wouldn't work? I've never used Blender before, but I _have_ just finished two university courses on Computer Graphics and Game Engine Development; that's probably how I would do it if I was writing a shader.
Doing it all with just math would let you support arbitrarily many faces both vertically and horizontally, and would require waaay fewer nodes in the long run as you added more faces. The way you're currently doing it means that every single face requires a new Greater Than node, Mix node, *and* Combine XYZ node, and it also requires that you do all the offsets yourself. That's a lot of extra work! (what if I have a grid of 7x2 faces? I don't want to have to count upwards by 0.142857 for each subsequent Combine XYZ node). You could even make the `numFaces` values be inputs themselves, which would let you have a dynamic number of faces (e.g. you wanted load/swap out to a different palette of faces at runtime).
Again though, I've never used Blender lol. Hopefully I don't sound too judgy. Just hoping my computer graphics skills are transferrable enough to not be totally off-base here 😛 Thought it couldn't hurt to ask! 🙂 I love your art style!
this is the style i want to make a cartoon in lmao so thank you for making a more intuitive less drawn out and fed tutorial on this, question though, say wanted the eyes and the mouth on seperate animations, id just do the same method twice due to the split yeah? new to blender and trying to figure out the easiest paths of animation lol
This is exactly what ive been looking for. Could you go over how you rigged the character?
will you make a rigging tutorial some day once you feel comfortable with it?
something I'll consider for sure!
@@lacruzo thanks!
I was really wondering about a way to do this. Great video.
Thank you so much!
Perfect as always 👌
How timely I started trying to create a character in Blender) I just wanted to have something like this, thanks for the tutorial!)
THANK YOU KING!!!
Thank you for this one i asked for this tutorial thank you
Yeah, this is the one, this is the tutorial I'm looking for :D Thank you so much for video. Gunna make a bunch of animal crossing characters after this! :Đ
Great content, thank you very much!! ❤
gracias a ti estoy aprendiendo mucho >3
hey love your channel - curious to know if you'd be making more videos?
Thank you! I’ve been super busy but I’m hoping to get back to doing videos soon
wow it works!! thanks!
OMG I NEEDED THIS TYSMSMSMSM I WAS EAITING FOR U
Thnx. Very Good explained! Nice!
Since I had 20 Face exprecions I didn't wanted to make 20x CombinXYZ and Mix nodes each 🤔
So I just had a texture with my 20x faces and mouths in a colum each and changed the Y-location with a multiply and subtract node.
It works finde since every exprecion has the same grid-offset 🤔
thank you so so much omg ive been waiting 3 years for a tutorial like this. May I ask how we could export this into unity?
omg thank you so much
THIS IS LITERALLY WHAT I AM LOOKING FOR FOR MONTHS NOW THANK YOU
I def love this tutorials!
and they seem pretty easy, others take a lot of things I can barely keep it going with.
ALTHOUGH! I wonder, this can work to make it a VRChat avatar as well? that is my main reason why I look for blender tutorials and like I said, this is the best one so far, but as well I want to know if it can work for something like using it for vr games and stuff
I'd love to be blessed with a rigging tutorial for this character as well!
Loved this! really helpful! really inspired me to create my characters in blender! :)
I really like this tutorial, but it left me one doubt. Can I go from face 1 to face 4 without going through the other faces? Do I need to edit the interpolation curve in order to do that?
Yeah you would just need to change the interpolation of the keyframes to constant, forgot to mention!