What on earth?? As a 3D student meddling with creating models, rigging, texturing in substance, and trying to put them into UE5, this video is a goldmine for me. Thank you so much!
This is actually amazing to have the character done so closely to the original. The only thing i think could make the final take a little bit better is to have her armpit better weight painted so it doesnt look squashed when bent down. Besides from that looks amazing!
Thanks! Yeah I noticed that but I think is rather the animation itself from ActorCore and how is retargated….eventually decided just to leave it as it is. Too much work :p
I ended the video and due to the quality (Edition and content-wise) I thought i was watching a 1-10 Million views video. Surprised to see that not only are you a "small" channel but that you are answering all comments. I am really impressed. With the high quality content and the way its delivered. Congratulations. I work together with technical artists in the computer vision sector and I will definetely send them this and set it as the standard they need to achieve😂😂😂. Again, Congratulations. Amazing work
Amazing breakdown ! You have amazing artistic talent and observation talent as well! I am impressed at how well you captured the Arcane style, best Jinx fanart I've seen! 👏
So. Much. Work!!! Your knowledge and skill with your tools impresses me as much as your artistic abilities. Both are incredible. And that doesn't include the time and effort writing, recording and editing the video for TH-cam. It's all insanely impressive. UE is the most unstable and error prone program I've ever used. I've only used it briefly for a project and was astounded by how bad it is. Crashes, weird error popups, plugin madness and more. I can't believe so many professionals use it daily, and billion dollar products rely on it! How has some other company not created a decent alternative? If Apple, Adobe or Microsoft products were as buggy as UE, there would be riots. Keep up the amazing work
LOVE seeing stuff like this! Such a high quality breakdown simplified just enough to fit in a youtube video. Your model looks amazing, you replicated the textures PERFECTLY! :)
Was totally engaged with the video till the last second > subscribed. This is brilliant, and the final result is super impressive! Now, I'm just getting started on exploring 3D art, and I'd love to get some advice on how to navigate through this. Could you suggest some good content on here that covers the very basics of 3D? I'll be sure to skim through your channel to hopefully find some more beginner frendly tutorials to use!
I would love a download from this! this is almost definitely the best jinx 3d model by far (other than the official arcane ones that the public will never get access to). Im really interested in 3d printing it as a figurine! I really hope you will consider releasing the files for this amazing project you have made!
This is the most detailed breakdown I've seen and the observation that was done was amazing! I've been dying to find this kind of reference for months even years and it will definitely help me a lot. Thank you so much for sharing! Though, may I know if the retopology was done manually or did you zremeshed most parts if not all? (since the video jumped from sculpting to texturing immediately)
Most of it is Zremesher to be honest. Just for the body I re-used a basemesh. The only "manual" areas where the small hard-surface elements with the Zmodeler
Very nice tutorial and a great output! Just FYI though, in movie render queue, turning on "high resolution" doesn't do anything when the tile count is set to 1. The point is to break up a render into smaller pieces so that you can handle a 4k output for example by rendering 1080 at a time.
Wow, Thanks for the awesome breakdown tutorial! This comes at the right time. I'm just done with the texturing and I'm having a hard time learning UE.👍🙏
@@SynonymArts never got the zigzag issue but maybe be related to 2 issues: - Check the compression settings on the texture - Enable virtual textures on your project Hope it helps
Excellent work. I wanted to know if you plan to upload the model somewhere? I would be very happy to rig and animate your model. Especially if the textures are specially for Unreal Engine, it should be excellent.
This is an incredible model and I like your process. I'm surprised you don't use SculptrisPro for characters and heads... I will also try out your method of blocking out the base body
@@mrnunez3D Yeah that makes sense, it's quite a long process to document! Good UVing is a very valuable skill though that people should put effort into, and a lot of people don't know that you can add different shaders to meshes to have them as separate groups in substance.
@@AlkinRS UVs was in fact the fastest part of the process, I user RizomUVs and makes the job pretty easy. I probably should make a video just on that now you mention
@@AlkinRS So in a normal job I would always use 3DsMax for lowpoly creation, since there is a poly budget to meet. In this case since I didn't care about the polycount I just zremeshed most of it, so level 1 is exactly what is exported from Zb. For UVs, RizomUVs all the way
Hi! I love the result so far. How you made the handpaint texture interact with the lights? usually the handpaint models are unlit, you don't need normal map in order to have your details on the mesh?
Exactly I don’t want the normal map to emphasise details but the oposite, get the surface as flat as possible and just play with the direct lights and ambient light. Also in the textures as you see I painted some cast shadows and baked the AO. So inside UE the major funciona form the lights is just give some color tint/intensity
Wonderful tutorial and unbelievable work! Congrats man. Sorry to ask, but where did you get your shirt from? I’ve been trying to find one with a similar design, no luck… 😢 Thank you!
I think either option is fine since at the end what you get is a topologized character :). I still think when it comes to look for the character appeal is way faster in Zbrush…..very surprised you mention they don’t use Zbrush as a starting point tbh.
I love this! Working on a character in a similar fashion right now. I'm curious though, what were your final polycounts, and did you ever do any retopology? Or did you just do auto UV's straight out of Zbrush into substance?
Yes of course! Most of the items are zremeshed early on so I could sculpt them. Others created using Zmodeler as I explained on the video...very simple process. Before SP all was already topologized
@@mrnunez3D That's awesome! So did you bake high to low, or just bake all meshes off of themselves? Thank you for your reply :) You made an amazing work of art.
@@mrnunez3D beautiful. Thanks! I greatly appreciate you taking the time to answer my questions. Your approach to character art honestly seems innovative, in the sense that all of the preexisting discourse steers everyone towards manual retopologization. I'm not saying there's anything wrong with manual retopo, it's necessary, but I think the industry will gradually gravitate towards faster workflows like Zremesher as hardware can easily handle higher polycounts.
@@mrnunez3D pleaseee it would be amazing!! as a 3D animator/render artist who mostly cant model arcane style humans at all, even tho working with the Fortnite model of Jinx for art has been good enough, it definitely isnt nearly as accurate as the one in this vid, and I would love to try and mimmick the shows animation style with a much more accurate model than whats publicly available!!
you showed the process of creating a basic texture in Substance. I'm new to this, but is it possible to download your smartmaterial for parsing or practicing texturing?
I have my full process covered in the ArtHeroes Stylize Program: artheroes.co/stylized-character-design-zbrush The render set up is done in Marmoset though
Hey I was wondering, your sculpt looked very detailed so I wanted to ask - How many polygons or active points were used on both whole character and face sculpt only in final? - Do you use drawing tablet throught whole process and draw only on it? - Can you aproximately tell how many points were active during face sculpting? I guess around 500k? Only on face sculpt I mean - I see you use Move and Damstandard for almost everything, is there any other brush so crucial to your workflow or only those 2? Its kinda sad we cannot see the points count on the video 😒so its really hard to know how many subdivison were used if im trying to recreate your eye/nose/lips shapes Thanks!
- The final mesh is in total 480K triangles (defo not optimized :P) - Yes. I think only for Painter I switch to the Cintiq - How many points during face sculpting? You mean how many triangles? I decided to keep the body as a single full mesh so head+body (100K triangles). To be fair most of the polycount goes to the hair (120K triangles) - Yeah, for sculpting you don't need anything fancy really. So move, standard, damstandar are the base ground. Perhaps clay, polish and trimdynamic next - Dont worry about the polycount. Is absolutely irrelevant, the most important here is the textures really. Try to replicate the arcane texture on the diffuse channel does the trick
@@mrnunez3D I was asking points(vertices) because zbrush by default shows points in top panel, wanted to compare whether I am sculpting on similar amount of subdivisions applied to sphere 😄So ur final mesh imported to UE had around 480k triangles? You used Cintiq Drawing tablet for Painter and then some other tablet for Zbrush? So out of 480k triangles 100k was head+body and then 120k was hair? What about the other 260k?
In the traditional process, animation, binding, controller and other work will be completed in software such as Maya, 3d maxs, blender, C4D, etc. The advantage of this is that the game engine finally receives an animated model with a complete binding. There is no need to perform animation operations inside the game engine. I noticed that the game engine actually has no way to make more physical effects, or the current UE5 controller can only be used for viewing. If you use it to edit animations, you will encounter many difficulties. In the traditional process, hair can execute linear bones to achieve physical characteristics. I noticed that the bones of the braids in this project are actually too few. If you want to make flowing hair, you need to do a lot of work. At least these tasks will not be completed in the game engine, or at least to complete a perfectly bound model, but this requires a lot of editing work. Because it is necessary to deal with different bone systems, I think the work of IK and FK is really not suitable for completion in UE5, and the controller of UE5 can only complete the basic work. And the binding work of this project is actually only partially completed. The complete binding process requires the production of different controllers to control the model. This also causes problems with custom animations. That is to say, if you want to make animations other than those free skeletal animations, you still need to roll back to Maya to build a controller system. This work obviously cannot be omitted. This workflow is only partially accelerated, but it does not mean it is completely complete.
@@mrnunez3D I noticed that UE5's controllers are actually only FK mode. This actually creates some problems. If you need to edit the animation again in the game engine. Obviously this will be difficult. The best animations require about 3 sets of bone systems to be mixed and applied. Most of the time, you don't need to edit the animation again in the game engine. Unless you need to edit or change details, you need to do this. The FK bone system actually causes some difficulties, because to animate characters, you will need an IK system. FK can only help you pose, but animation is another level. In any case, it requires a lot of editing work. I understand why you do this, but you actually get a model with a bone rig but no controllers, which makes it difficult to animate. Although this does make the video faster. But it is obviously very limited. I think you probably unwrapped the UVs in maya. The topology work can be done in zbrush.
🥇ArtHeroes Accelerator Program: artheroes.co/accelerator
now it's time for you to prepare making the 3rd season
I should hey !
@@mrnunez3D I support that ❤
@@mrnunez3DOmg please do it! Isha needs to comes back. I need to be recovered from act 2! 😭😭😭
What on earth?? As a 3D student meddling with creating models, rigging, texturing in substance, and trying to put them into UE5, this video is a goldmine for me. Thank you so much!
I'm so glad you found the video helpful! All the luck!
same here! especially the unreal engine part of things
@@nancyvandermeer4480😢😮😮😅
This is great! I'm just right now making a character with a similar pipeline and style and this will help me a lot. Thanks for sharing the knowledge!
I'm so glad to hear that! It's awesome that you're working on a character with a similar style. Best of luck with your project!
Congratulations on making such high quality content!
Thanks a ton! I’m stoked you liked it! More cool stuff coming your way!
This is actually amazing to have the character done so closely to the original. The only thing i think could make the final take a little bit better is to have her armpit better weight painted so it doesnt look squashed when bent down. Besides from that looks amazing!
Thanks! Yeah I noticed that but I think is rather the animation itself from ActorCore and how is retargated….eventually decided just to leave it as it is. Too much work :p
Your model is so insanely accurate it’s amazing, would love to see you attempt a facial rig and animation in the future!
I really appreciate your kind words! It means a lot to me. Facial rigging and animation is definitely on my radar :)
Epic work and incredible video man! 🔥
Thanks, dude! Stoked you liked the video!
Woah! Thanks for this very comprehensive breakdown! So cool to peek behind your shoulders and inside your brain throughout the process
Thanks Alfredo! Just keep in mind, peeking inside my brain might require a hard hat and some popcorn :P
Holy this entire process was awesome to watch thank you for sharing your amazing model!! You captured the style so well!
Thank you!
I ended the video and due to the quality (Edition and content-wise) I thought i was watching a 1-10 Million views video. Surprised to see that not only are you a "small" channel but that you are answering all comments. I am really impressed. With the high quality content and the way its delivered. Congratulations. I work together with technical artists in the computer vision sector and I will definetely send them this and set it as the standard they need to achieve😂😂😂. Again, Congratulations. Amazing work
Wow, thanks Alejandro! Yeah hopefully YT keep pushing my content.
Thanks for sharing :)
Este vídeo es oro! Muchas gracias crack! 💙
Me alegra que te haya molado el vídeo
That was great! Thanks so much for going into such detail with the texturing
You are welcome! The texture is crucial for this style , more than the final render I would say
Looks so good brother! Can’t wait for season 2 :D
Same here!
This tutorial is pure bliss! great job! and thanks!
I'm so glad you found the tutorial helpful! Your support means a lot!
Though i didnt understood all the workflow process,but i enjoyed the video.
Fantastic job bro
Thanks man :)
Amazing breakdown ! You have amazing artistic talent and observation talent as well! I am impressed at how well you captured the Arcane style, best Jinx fanart I've seen! 👏
I truly appreciate your kind words! It means a lot to hear that my artistic efforts resonated with you, especially for such an iconic character!
Excellent breakdown. Thank you for sharing!
Glad it was helpful!
So. Much. Work!!! Your knowledge and skill with your tools impresses me as much as your artistic abilities. Both are incredible. And that doesn't include the time and effort writing, recording and editing the video for TH-cam. It's all insanely impressive.
UE is the most unstable and error prone program I've ever used. I've only used it briefly for a project and was astounded by how bad it is. Crashes, weird error popups, plugin madness and more. I can't believe so many professionals use it daily, and billion dollar products rely on it! How has some other company not created a decent alternative? If Apple, Adobe or Microsoft products were as buggy as UE, there would be riots.
Keep up the amazing work
I really appreciate your thoughtful comment! It means a lot to hear that my hard work is recognized. And yes, UE can definitely be a challenge.
LOVE seeing stuff like this! Such a high quality breakdown simplified just enough to fit in a youtube video. Your model looks amazing, you replicated the textures PERFECTLY! :)
Thanks! I tried to replicate the textures perfectly, but I may or may not have sacrificed a few pixels in the process. 😄
you are cg monster! great skills in many programs. great pipeline overview! thank you!
Thanks! I’m glad you think that, I’m naturally curious about the whole pipeline :)
Epic work. Thanks for showing all the process. That was so much useful information for me
Very welcome!
Thank you for sharing this. Your skill are absolutely great!
Thanks man !
Was totally engaged with the video till the last second > subscribed. This is brilliant, and the final result is super impressive! Now, I'm just getting started on exploring 3D art, and I'd love to get some advice on how to navigate through this. Could you suggest some good content on here that covers the very basics of 3D? I'll be sure to skim through your channel to hopefully find some more beginner frendly tutorials to use!
Great Video! This is amazing! keep up the good work ❤
Thank you! Will do!
So awesome! Great walkthrough as always :D
Hey Ashley! Thanks bunch :D
Wonderful tutorial! Thank you so much for sharing this wonderful video!
You are welcome!
great video, beautiful work
I'm glad you like it
Bro this is too good. SUBBED.
Yo, thanks for the sub, bro! Glad you liked it!
This is so interesting, thanks for sharing your entire process! You are extremely talented.
Thank for the support man!
Bro, what an amazing work, congratulations!
Thanks a lot!
your work is amazing
Thanks !
Awesome breakdown tutorial, thanks
Glad you enjoyed it!
Man im at 20 m and already got 10 ads still this is the closest jinx sculpt I've ever seen
Wow, that’s crazy to hear! Glad you’re enjoying the video!
que locura el trabajo de este video, desde lo que hiciste en UE, hasta la edicion y ademas tener que hacerlo en ingles, epico!
¡Gracias por tus palabras! Me esfuerzo mucho en cada video, y es genial ver que se aprecia el trabajo.Gracias por el apoyo!
Great Video Man.....🤘😀
Thanks !
Props for making this and respect for sharing it.
Thanks man :)
It's incredibly awesome, I love it!
Thanks man
Que gran artista! Gracias por enseñarnos todo éste proceso. Precioso , te ha quedado un proyecto de 10
jo, muchas gracias!
So Good... thank you for the breakdown..😍😍😍😍
Thabks you
noooo que nivel, me encanto el video gracias por compartir tu conocimiento, eres un grande, saludos desde Bolivia
¡Muchísimas gracias por tus palabras!
Love it! Thank you for sharing your process!
You are so welcome!
Thank you for sharing, really amazing breakdown
Glad you enjoyed it!
Thank you my friend ❤ video is perfect. I will use it to my work:)
You're welcome 😊
Amazing, I WANT TO DO THAT... and i will eventually 💪🙏 and great tutorial an walkthrough, thanks a lot man
Thanks , glad you find it useful !
I would love a download from this! this is almost definitely the best jinx 3d model by far (other than the official arcane ones that the public will never get access to). Im really interested in 3d printing it as a figurine! I really hope you will consider releasing the files for this amazing project you have made!
Thanks for the support! but currently I dont have any plans on release any model
Amazing work!!! GG
Thx!
Sooo cute❤
Thank you! I'm glad you think so! 😊
Just. EPIC . WOW !!! Like the original one
Thanks! I wouldnt say is like the original one, but I think for a realtime aproximation is good. There are so many limitations in UE
love a mmo with this graphics and photohraphy
Totally!
This is awesome!
I'm glad you think so!
Great breakdown. thanks man !
I'm glad you found it helpful!
Great video ❤❤❤🎉🎉🎉
Thank you :)
Thank you very much for this video! Next year I have to do something like this as the final test of my university before graduating. 🎉
Thx, All the luck with the final project !
Great video, this gave me so many tips, one thing id like to know is how you painted multiple colors on one layer?
mmm...on a paint layer you just paint. In fact this was great since I could mix them better
Bruh how can i be like you this is just insanely amazing
Just remember, it takes a lot of coffee to get here! 😂
are u telling me u didnt paint skin weights for that rig? cus thats incredibly helpful
Just for the hair. Everything was 1 click using AccuRig. Pretty fast
Still could be improved some weights but it does the job
Looks perfect !
I'm glad you think so!
Thank you so much. Nice work. ❤
Thank you for your kind words! I'm glad you enjoyed the content.
This is the most detailed breakdown I've seen and the observation that was done was amazing! I've been dying to find this kind of reference for months even years and it will definitely help me a lot. Thank you so much for sharing! Though, may I know if the retopology was done manually or did you zremeshed most parts if not all? (since the video jumped from sculpting to texturing immediately)
Most of it is Zremesher to be honest. Just for the body I re-used a basemesh. The only "manual" areas where the small hard-surface elements with the Zmodeler
Now you can do whatever with the model 😊
Now you can do whatever with the model💀
Yeah, I am working on a gameplay on my free time atm
amazing tutorial, really!
Thanks a bunch!
Awesome :D
Thanks! 😄
Very nice tutorial and a great output! Just FYI though, in movie render queue, turning on "high resolution" doesn't do anything when the tile count is set to 1. The point is to break up a render into smaller pieces so that you can handle a 4k output for example by rendering 1080 at a time.
Thanks for the tip!
Wow, Thanks for the awesome breakdown tutorial! This comes at the right time. I'm just done with the texturing and I'm having a hard time learning UE.👍🙏
You are welcome! I hope it helps for your Unreal set up ;)
really nice artwork and awesome Art skills BTW:)
@@SynonymArts thanks :D
@@mrnunez3D I have a problem with an imported texture in UE5. It goes zigzaggy. Do you know how to fix it?
@@SynonymArts never got the zigzag issue but maybe be related to 2 issues:
- Check the compression settings on the texture
- Enable virtual textures on your project
Hope it helps
Excellent work. I wanted to know if you plan to upload the model somewhere? I would be very happy to rig and animate your model. Especially if the textures are specially for Unreal Engine, it should be excellent.
Thank you for your kind words! I appreciate your interest in the model. Currently I dont have any plans on it
This is an incredible model and I like your process. I'm surprised you don't use SculptrisPro for characters and heads... I will also try out your method of blocking out the base body
Thank you! I'm glad you liked the model and my process. I don't usually use ScuptisPro, it creates too many artifacts due to the subdivision factor
Amazing work! noobie question - how did you get those clean UVs before jumping to substance painter?
Thanks! I made them in Rizom UVs. I will make a tutorial separately about it since a lot people asked about it
Awesome!
I'm glad you think so!
amazing !
Thank you!
Did you skip over Lowpoly creation, UV unwrapping and mapping, and shader assignment? That needs to be done before taking it into substance right?
Didnt skip anything. I decided to put it out of the video since was adding no value.
Also is too obvious that is a lowpoly with UVs really...
@@mrnunez3D Yeah that makes sense, it's quite a long process to document!
Good UVing is a very valuable skill though that people should put effort into, and a lot of people don't know that you can add different shaders to meshes to have them as separate groups in substance.
@@mrnunez3D Also I was half wondering if you'd found a way to do it easily straight from Zbrush. What's your go to program for Lowpoly and UV's? Maya?
@@AlkinRS UVs was in fact the fastest part of the process, I user RizomUVs and makes the job pretty easy. I probably should make a video just on that now you mention
@@AlkinRS So in a normal job I would always use 3DsMax for lowpoly creation, since there is a poly budget to meet.
In this case since I didn't care about the polycount I just zremeshed most of it, so level 1 is exactly what is exported from Zb.
For UVs, RizomUVs all the way
Hi! I love the result so far. How you made the handpaint texture interact with the lights? usually the handpaint models are unlit, you don't need normal map in order to have your details on the mesh?
Exactly I don’t want the normal map to emphasise details but the oposite, get the surface as flat as possible and just play with the direct lights and ambient light.
Also in the textures as you see I painted some cast shadows and baked the AO. So inside UE the major funciona form the lights is just give some color tint/intensity
bro u are crazy
Thanks !
Wonderful tutorial and unbelievable work! Congrats man. Sorry to ask, but where did you get your shirt from? I’ve been trying to find one with a similar design, no luck… 😢 Thank you!
Thanks! I dont remember about the tshirt now tbh....
Best tutorial
Thank you! I'm glad you found it helpful.
Thank U for sharing💯
My pleasure!
Increíble trabajo! ¿Hay alguna forma de descargar tu modelo? Me encantaría hacer renders con el.
¡Muchas gracias! Actualmente no lo tengo planeado
Amazing breakdown ! What would you recommend knowing that they don't really use ZBrush but make the character with Maya ?
I think either option is fine since at the end what you get is a topologized character :).
I still think when it comes to look for the character appeal is way faster in Zbrush…..very surprised you mention they don’t use Zbrush as a starting point tbh.
@@mrnunez3D I was also surprised but that's the answer gave by the lead character from Fortiche, that's why I am mentionning it.
True fan
nice Video Thank you!
Glad you liked it!
good tutorial !
Glad it was helpful!
Awesome!! one question, did you make the uv maps in zbrush or in another program? and if so did you use udims or not?
So I do the UV cuts in zbrush using the UV by Polygroups. Then in RizomUVs I pack them ;)
Amazing work, but did you use high poly mesh as a in final animation? I hope not
Ofc not, I exported the lv1 which was zremeshed in advance
Very impressive
Thanks :D
Video Tutorial is awesome ❤ and what and where to get that radial menu
Thanks! You can find the radial menu info here: th-cam.com/video/JpQTUrFb_V0/w-d-xo.html
I love this! Working on a character in a similar fashion right now. I'm curious though, what were your final polycounts, and did you ever do any retopology? Or did you just do auto UV's straight out of Zbrush into substance?
Yes of course! Most of the items are zremeshed early on so I could sculpt them. Others created using Zmodeler as I explained on the video...very simple process. Before SP all was already topologized
@@mrnunez3D That's awesome! So did you bake high to low, or just bake all meshes off of themselves? Thank you for your reply :) You made an amazing work of art.
@@ZoomTrue high to low. I did 2 separated FBX exports with each
@@mrnunez3D beautiful. Thanks! I greatly appreciate you taking the time to answer my questions. Your approach to character art honestly seems innovative, in the sense that all of the preexisting discourse steers everyone towards manual retopologization. I'm not saying there's anything wrong with manual retopo, it's necessary, but I think the industry will gradually gravitate towards faster workflows like Zremesher as hardware can easily handle higher polycounts.
Will you ever make this downloadable (for free) I’m dying to add this to VRChat!
Need to think about that
@@mrnunez3D pleaseee it would be amazing!! as a 3D animator/render artist who mostly cant model arcane style humans at all, even tho working with the Fortnite model of Jinx for art has been good enough, it definitely isnt nearly as accurate as the one in this vid, and I would love to try and mimmick the shows animation style with a much more accurate model than whats publicly available!!
is there maybe a full length version of this?
Im afraid not
incredible work! But what's bugging me is, what's with the radial menu in painter and UE?
Thanks! Is called autohotpie, I already made a separated video about it on my channel :)
@@mrnunez3D wow, just watched your video and autohotpie is really very handy, thanks!)
@@SeekerLight. you are welcome!
you showed the process of creating a basic texture in Substance. I'm new to this, but is it possible to download your smartmaterial for parsing or practicing texturing?
You can create it just by watching the video, I didnt skip anything. Pretty easy setup
非常に素晴らしい動画。高評価押しとくよ
Thanks you! :D
In UE5 you can use cc control rig plugin from Reallusion ;)
Yeap I could, but I wanted to experiment with the Modular Control Rig for this one :)
Was on my to do list for a while
Omg this is awesome! I want to learn how to do this. Are there any free courses or tutorial for this kind of work? What is it called exactly? ^^
I have my full process covered in the ArtHeroes Stylize Program: artheroes.co/stylized-character-design-zbrush
The render set up is done in Marmoset though
Thank you very much! How did you get the diffuse channel?
Thanks. Do you mean how I painted it?
It should be illegal 1 person has all this knowledge
that's the beauty of using UE. Makes the process easier!
Hey I was wondering, your sculpt looked very detailed so I wanted to ask
- How many polygons or active points were used on both whole character and face sculpt only in final?
- Do you use drawing tablet throught whole process and draw only on it?
- Can you aproximately tell how many points were active during face sculpting? I guess around 500k? Only on face sculpt I mean
- I see you use Move and Damstandard for almost everything, is there any other brush so crucial to your workflow or only those 2?
Its kinda sad we cannot see the points count on the video 😒so its really hard to know how many subdivison were used if im trying to recreate your eye/nose/lips shapes
Thanks!
- The final mesh is in total 480K triangles (defo not optimized :P)
- Yes. I think only for Painter I switch to the Cintiq
- How many points during face sculpting? You mean how many triangles? I decided to keep the body as a single full mesh so head+body (100K triangles). To be fair most of the polycount goes to the hair (120K triangles)
- Yeah, for sculpting you don't need anything fancy really. So move, standard, damstandar are the base ground. Perhaps clay, polish and trimdynamic next
- Dont worry about the polycount. Is absolutely irrelevant, the most important here is the textures really. Try to replicate the arcane texture on the diffuse channel does the trick
@@mrnunez3D I was asking points(vertices) because zbrush by default shows points in top panel, wanted to compare whether I am sculpting on similar amount of subdivisions applied to sphere 😄So ur final mesh imported to UE had around 480k triangles? You used Cintiq Drawing tablet for Painter and then some other tablet for Zbrush? So out of 480k triangles 100k was head+body and then 120k was hair? What about the other 260k?
In the traditional process, animation, binding, controller and other work will be completed in software such as Maya, 3d maxs, blender, C4D, etc. The advantage of this is that the game engine finally receives an animated model with a complete binding. There is no need to perform animation operations inside the game engine. I noticed that the game engine actually has no way to make more physical effects, or the current UE5 controller can only be used for viewing. If you use it to edit animations, you will encounter many difficulties. In the traditional process, hair can execute linear bones to achieve physical characteristics. I noticed that the bones of the braids in this project are actually too few. If you want to make flowing hair, you need to do a lot of work. At least these tasks will not be completed in the game engine, or at least to complete a perfectly bound model, but this requires a lot of editing work. Because it is necessary to deal with different bone systems, I think the work of IK and FK is really not suitable for completion in UE5, and the controller of UE5 can only complete the basic work. And the binding work of this project is actually only partially completed. The complete binding process requires the production of different controllers to control the model. This also causes problems with custom animations. That is to say, if you want to make animations other than those free skeletal animations, you still need to roll back to Maya to build a controller system. This work obviously cannot be omitted. This workflow is only partially accelerated, but it does not mean it is completely complete.
Thanks for the detailed feedback :)
@@mrnunez3D I noticed that UE5's controllers are actually only FK mode. This actually creates some problems. If you need to edit the animation again in the game engine. Obviously this will be difficult. The best animations require about 3 sets of bone systems to be mixed and applied. Most of the time, you don't need to edit the animation again in the game engine. Unless you need to edit or change details, you need to do this. The FK bone system actually causes some difficulties, because to animate characters, you will need an IK system. FK can only help you pose, but animation is another level. In any case, it requires a lot of editing work. I understand why you do this, but you actually get a model with a bone rig but no controllers, which makes it difficult to animate. Although this does make the video faster. But it is obviously very limited. I think you probably unwrapped the UVs in maya. The topology work can be done in zbrush.
How can i get this amazing model?
I would be making her do many things that Riot would not like
Man how do you bake all the maps with no errors
In Painter you can bake by asset suffix (low/high)