Full 3D Character Workflow Explained - Sculpting, Retopo & Textures

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  • เผยแพร่เมื่อ 2 ต.ค. 2024
  • In this video tutorial, we cover all the steps from start to finish when it comes to making a CG character for film and games. We cover concept sculpting, retopology, uvs and texture painting in Substance Painter.
    Helpful Exclusive Tutorials
    How to Retop a Full Character
    flippednormals...
    UV Mapping Characters
    flippednormals...
    Concept Sculpting for Film & Games
    flippednormals...
    Subscribe now!
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ความคิดเห็น • 319

  • @kaneforster8539
    @kaneforster8539 4 ปีที่แล้ว +129

    I am watching from the future and.... you can paint across Udims in Substance Painter!!!! :D :D :D

    • @Neilien
      @Neilien 3 ปีที่แล้ว +2

      what is Udims?

    • @kaneforster8539
      @kaneforster8539 3 ปีที่แล้ว +16

      @@Neilien Udims are like layers for UV's, except they are next to each other instead of stacked.
      usually, you are only able to texture within one UV block right? with Udims you can spread it over multiple blocks, which was always fine for separate meshes and materials but now you can smoothly paint from one Udim to the next in the viewport like some mad digital painting genie

    • @cgbrkstudio4888
      @cgbrkstudio4888 3 ปีที่แล้ว +3

      Me too brada

    • @hydroweapon
      @hydroweapon 2 ปีที่แล้ว

      In which version?

    • @jjjames4484
      @jjjames4484 5 หลายเดือนก่อน +5

      I am from even further in the future and Adobe has decided that users should be so complacent, so removed painting across UDIMs... also AI rules over the world, Elon Musk has gone bonkers and 99% of 3D artist only do furry stuff

  • @GauravKumar-vy4hg
    @GauravKumar-vy4hg 2 ปีที่แล้ว +3

    I am from future.. currently war is going on and I am standing in front of russian soldiers..... I am asking them for shelter and food from them but they refuse.. but i know the closest bakery shop soo i asked one tank pilot to give me lift they gave me lift... And i arrived bakery shop i found some bread but it was dark and cripsy i don't know who baked it russian or Ukraine.... DAY 1 END....To be continue

    • @ihatetomatoees
      @ihatetomatoees หลายเดือนก่อน +1

      Im from future and im standing infront a tech support scammer

  • @pakman4600
    @pakman4600 5 ปีที่แล้ว +153

    Hi my teachers i just want to say i love you

  • @ohheyvoid
    @ohheyvoid 2 ปีที่แล้ว +17

    I really appreciate how you guys talk about realistic approaches to the process in actual production. Thanks for sharing your knowledge with us. It's super helpful and appreciated.

  • @edwinter4816
    @edwinter4816 5 ปีที่แล้ว +81

    My Monday are much better with every flipped normals video on my morning. Thank you for the job your are putting into.
    #BackToTheGrass

  • @rickthedude8483
    @rickthedude8483 5 ปีที่แล้ว +27

    This is the video I've been trying to find
    I can look up how to do any individual part, I wan't to know the process.

  • @ilovebeingood
    @ilovebeingood 5 ปีที่แล้ว +38

    Needed something like this. Cheers guys.

  • @jonynader99
    @jonynader99 5 ปีที่แล้ว +24

    Thank you guys for all the work you put into these vids! Honestly you guys are the only solid source on TH-cam that answers all of these really specific questions for us beginners! Just bought a bunch of your premium tutorials, keep up the great work!

  • @FlippedNormals
    @FlippedNormals  3 ปีที่แล้ว

    Helpful Exclusive Tutorials
    How to Retop a Full Character
    flippednormals.com/downloads/how-to-retopologize-a-full-character/
    UV Mapping Characters
    flippednormals.com/downloads/uv-mapping-characters-25-off/
    Concept Sculpting for Film & Games
    flippednormals.com/downloads/concept-sculpting-for-film-and-games/

  • @anarcorojo
    @anarcorojo 5 ปีที่แล้ว +8

    I want to know the folder arrangement/organization system for big projects. Great video by the way.

  • @improvementTime10.3.17
    @improvementTime10.3.17 5 ปีที่แล้ว +18

    17:15 retopo

  • @olexanderburyak6613
    @olexanderburyak6613 5 ปีที่แล้ว +22

    that is the best intro i have ever seen, thank you.

  • @ruok3351
    @ruok3351 5 ปีที่แล้ว +10

    Basically in the AAA industry, the usual workflow is you need these three expensive software just create this. Oof. Meanwhile you can do pretty much all of this in Blender alone. After seeing what Blender 2.8 can do im so annoyed I still have to stick with fuckin Maya just for work.

    • @MarcoStillSeasonsCattaneo
      @MarcoStillSeasonsCattaneo 5 ปีที่แล้ว +4

      When you can manage a model with 100 udims with 8k maps for every material in Blender, we will talk about it

    • @bazonga9085
      @bazonga9085 5 ปีที่แล้ว +2

      Ruok
      Just because you do low end crap that doesn’t require top of the line software doesn’t mean the rest of us are at that low level too. Use your garbage and stfu.

    • @ruok3351
      @ruok3351 5 ปีที่แล้ว +10

      @SkyAlps Blender lacking in so many aspects? In aspects of what? Lol... In terms of UVs, Retopo, nurbs and fur I find those are just as easy in both Maya 2018 and the Blender 2.8. In fact in Maya I use Yeti instead of Xgen for fur and hair. I use Vray instead of Arnold. I use Marvelous Designer to create realistic cloth and then import back to Maya. If wanna do some composite vfx, I have to open After Effects because Maya has no video tools. I wanna do some real-time renders in Maya? nope, gotta go to UnrealEngine4 or Marmoset. Meanwhile Blender has Eevee which is amazing if you wanna create your own 3D shortfilms. Maya in its core is not user friendly at all. Meanwhile in Blender I can do all of these things in one package - modelling, sculpting, texturing, simulation, rigging, animation, vfx and I can easily achieve photorealism if I want to. It's not a cult, you gotta look it up yourself. Blender 2.8 is currently way ahead of Maya 2018. Their animation and rigging tools are better than ever. Grease pencil and vector displacement are gonna be game changers. Normally we would hear about Maya 2019 by now, but theres none. Because they're trying to catch up with the rest. I was taught Maya back in Uni but it always felt limited, and I was right. Maya is the one that is lacking in so many things nowadays. Maya is only good for modelling and rigging now and not much else. So many people I know ditched Maya for Houdini to create simulation and fx. Maya's motion graphics tool - MASH is also pathetic compared to Cinema 4D and Blender. Not to mention the Maya community is fucking dead and its hard to find free tutorials.

    • @masamiakita993
      @masamiakita993 5 ปีที่แล้ว

      stop being a shill please thanks

    • @shamanik1320
      @shamanik1320 5 ปีที่แล้ว +2

      @@ruok3351 Yep, it'll take awhile or studios to trust a free software when Autodesk has been gouging people for so long and people are used to it.
      Blender really isnt limited as much as some of the people in here have said, some things said are accurate, but I use it for characters and assets and only limitation I've found (besides the UDimm situation) is that Nvidia goes after people legally if they try to create plugins to do things like Nvidia Hairworks and other technologies. I'm guessing Autodesk is scared of Blender and pays Nvidia to not support free open source software.
      Look up the Unreal forum post "Hairworks exporter for Blender", Blender can do everything you need for their special technology to work but they legally threatened the guy (even though theres nothing illegal about his plugin), luckily even though they did this someone mirrored his plugin and you can still get it.

  • @r2_mh_d2
    @r2_mh_d2 ปีที่แล้ว +1

    "no no no, painter support udim!" Prophets in the video :D

  • @MrGSmith2k11
    @MrGSmith2k11 5 ปีที่แล้ว +4

    Hi guys, could you potentially cover smaller details like texturing the eyes and teeth and switching between them and the main mesh on painter? It's just a small part of the process I'd like to understand better. Thanks.

  • @lilitbeglarian7942
    @lilitbeglarian7942 5 ปีที่แล้ว +9

    Thank you so much for this series, it's so helpful and clear! The discussions are hilarious and it makes everything much less daunting!

  • @SebastianDecilia
    @SebastianDecilia 5 ปีที่แล้ว +10

    Blender, all in one.

    • @khokh699
      @khokh699 4 ปีที่แล้ว +8

      Jack of all trades, master of none

    • @nikiforoslll
      @nikiforoslll 3 ปีที่แล้ว +1

      All the blender fanboys need to chill a bit , blender is ok , I mean it is a really cool package where you can do everything in an almost professional level for free but it just isn't industry standard for many reasons .

  • @MrBaumTV
    @MrBaumTV 4 ปีที่แล้ว +1

    Is it common to mirror for example the hands on the uv map to save space and give the face for example more uv space? Im talking about game design.

  • @georgevasiliadis4228
    @georgevasiliadis4228 4 ปีที่แล้ว +2

    First guy says something.
    Second guy *literally repeats* what the first guy said in different words.
    Repeat.

  • @TheAlkesh007
    @TheAlkesh007 5 ปีที่แล้ว +13

    Incredible! This helps connect the dots to appreciate what people go through in the actual flow to bring out beautiful images on the big screen! It also gives a view into the characters' life cycle before it matures to act out in a scene!!!!

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +1

      Thanks a lot! Really appreciate it Alkesh :)

  • @feralmode
    @feralmode 21 วันที่ผ่านมา

    love your content. great channel. typo in the thumbnail for this video: "Charcter". Thanks for all the amazing free content.

  • @richmo5d
    @richmo5d 5 ปีที่แล้ว +4

    You guys are great to watch and hear. I bought 2 tutorials a couple days ago. I feel like I grasp more knowledge from you two then I did in school 🤦🏾‍♂️🤙🏾

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +1

      Fantastic! That makes us very happy

  • @kannan7223
    @kannan7223 ปีที่แล้ว

    3d full character workflow cinematic realstic pls is possible future step by step hair cloth probs all are realstic maya zbrush substance marvellous software used needs

  • @SaltedMallows
    @SaltedMallows 3 ปีที่แล้ว

    Lol, GTX 980 Ti a high end Graphics Gaming Card. The times.
    33:32

  • @IGarrettI
    @IGarrettI 5 ปีที่แล้ว +3

    Actually wrap is out for zbrush, and the annual license is 50% off just today ! Go get it guys :D

    • @ApeTacos
      @ApeTacos 5 ปีที่แล้ว

      Where is the wrap feature in zbrush? Is there a tutorial out?

  • @Gabriel-kl6bt
    @Gabriel-kl6bt 5 ปีที่แล้ว +1

    Fantastic. Every video I get more inspired. My main goal is modeling/sculpting, but everything looks great to be done makes me want to inject knowledge with a syringe. A question, could one start the modeling in Maya/Max and then export to ZBrush?

    • @shanonmckenzie715
      @shanonmckenzie715 5 ปีที่แล้ว

      Yes, absolutely!
      You could say for example, model your base mesh in Maya and then export it as an OBJ into ZBrush so you can start sculpting on it. The reason many artists prefer to start with Zbrush is because it allows for a more organic creativity right at the start as the character is being designed - Then worry about the technicalities/retopo later.

  • @utkuturan1729
    @utkuturan1729 4 ปีที่แล้ว +2

    Cheers! Great video guys. explaining whole process beautifully. At one point I'm lost though. You said and I know that Substance Painter doesn't support multiple UV maps on single model. That's why I always use a single UV map or multiple parts for single model. But in this video you guys create multiple UV maps and import it on Painter and Painter behaves like it's a single UV map. So is there an additional step I'm not aware of or what?

  • @zethFPV
    @zethFPV 5 ปีที่แล้ว +1

    guys I love your videos, I have a question is really difficult to find a proper workflow for fur and hair, I mean you can find a lot of tutorials of how to make fur and Hair and that's not the real problem BUT there's almost no information about the proper placement in a production for fur and hair, for exmaple in maya if you make the fur in the hero character file, when you reference such character it looses the fur... the workflow I am doing right now is making the fur and hair in the render scene and export the ptex and groom information in case I need fur or hair in other render scenes, I find this wrong but is the only way I have found. thank you.

  • @gianniroden8155
    @gianniroden8155 3 ปีที่แล้ว

    Hi,
    at 17 minutes and 25 seconds you talk about a program. I can't understand the name. Please can you write it down.
    Thanks for your help.
    Gianni

  • @MrParanoia
    @MrParanoia 5 ปีที่แล้ว +5

    Found you guys channel recently, love it btw and really enjoy listening to your podcasts when sculpting, etc. Thanks for all the advice and work you guys do!

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +1

      Thanks a lot! Really appreciate it :)

  • @pessimisticallypositive285
    @pessimisticallypositive285 5 ปีที่แล้ว +1

    But Dan, my client, especially those from Japan won't give me time to properly make one!
    I'd love to take my time but they always give me work a month before shooting.

  • @jakobkardoeus9866
    @jakobkardoeus9866 5 ปีที่แล้ว

    Great Video! So when you are doing a hero character for film, you paint the low poly retopo mesh? What if you do a high end detailed character like Godzilla, i think then its necessary to see how the displacement map deforms the mesh to paint all the little details, right?

  • @luisenriquedavila1391
    @luisenriquedavila1391 2 หลายเดือนก่อน +1

    Breaks links

  • @ito2789
    @ito2789 3 ปีที่แล้ว

    Great video!
    Anyone happen to have a reference to a cracked version of Substance Painter , broke @$$ student here :)

  • @nicolas8741
    @nicolas8741 ปีที่แล้ว

    I don’t understand how you put together the high and low poly model…. How that whorks? Any help, thanks

  • @KRGraphicsCG
    @KRGraphicsCG 5 ปีที่แล้ว +3

    I am looking forward to seeing this Painter tutorial... I still need to figure out how to view displacement maps.

  • @arthurdayne8029
    @arthurdayne8029 5 ปีที่แล้ว +3

    36:11 that’s me face when I first see the light after a 12h game of thrones marathon

    • @iBot.
      @iBot. 5 ปีที่แล้ว

      That was my face after season 8

  • @Kaylx3
    @Kaylx3 5 ปีที่แล้ว +2

    I just spend the day retopologizing at work a sculpt I also did xD Displace and normals from zbrush work great so time for some substance painter!!! So kind of good timing x)

  • @tarkalciol1968
    @tarkalciol1968 2 ปีที่แล้ว

    hello, why retopology and not just export the lowest subdivided model?

  • @-SANDMAN-
    @-SANDMAN- 2 ปีที่แล้ว

    I find that most problems with instructions are that the person writing the process has a perfect understanding of a great process but presumes that this means they know how to "teach".

  • @brandonjacksoon
    @brandonjacksoon 3 ปีที่แล้ว +1

    Cool! Thank you for tutorial ;) really professional!

  • @bukchoiii
    @bukchoiii 4 ปีที่แล้ว

    Does zbrush support udim? I thought only mari supported it.

  • @miagifodder5599
    @miagifodder5599 5 ปีที่แล้ว +2

    cool retopo is my nemesis

  • @ily2739
    @ily2739 3 ปีที่แล้ว

    i um was not aware - i retoppod after I finished the final model but it worked out fine thankfully 😅

  • @Ankhaunt
    @Ankhaunt 4 ปีที่แล้ว +1

    Thank you so much for this video. There is so much to learn here. 😄

  • @johnconor8698
    @johnconor8698 3 ปีที่แล้ว

    holy shit half a fucking hour to explain something that takes 1min

  • @jmccann96
    @jmccann96 5 ปีที่แล้ว +1

    If you delete history when re-topoing with quad draw it will fix the lag temporarily until you need to delete history again.

  • @jamesgtmoore
    @jamesgtmoore 4 ปีที่แล้ว

    Why does the low poly need to be watertight please?

  • @navegandollegueaqui1258
    @navegandollegueaqui1258 5 ปีที่แล้ว +1

    Good video,,
    the world of 3d is fascinating, sorry for my english ,,, greetings

  • @m4r_art
    @m4r_art 5 ปีที่แล้ว +4

    How many orcs does it take to pile up to get to production level as a 3d artist?

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +11

      At least 31 orcs

    • @m4r_art
      @m4r_art 5 ปีที่แล้ว +1

      @@FlippedNormals thought so too =D was afraid it would take 42 though

  • @theseatomictimes344
    @theseatomictimes344 5 ปีที่แล้ว +3

    am I the only person who still doesn't understand what UDims are...

    • @yahlimendler2898
      @yahlimendler2898 5 ปีที่แล้ว +2

      Udims are where you seperate your model into multiple textures.

    • @prezadent1
      @prezadent1 5 ปีที่แล้ว +1

      th-cam.com/video/DmuHLe6MjEA/w-d-xo.html

  • @giancarlopenton6779
    @giancarlopenton6779 5 ปีที่แล้ว +3

    Great video! Was wondering if you guys will ever do a grooming video for hair. Maybe an intro video to something like X-Gen

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +3

      We will do exactly that! :) Very much on our list.

    • @sarahdowner4806
      @sarahdowner4806 5 ปีที่แล้ว +1

      @@FlippedNormals I second this request. And teeth/mouth insides for animating would be fantastic

  • @pepsiq210200
    @pepsiq210200 3 ปีที่แล้ว

    how do you subdivide the head separately from the body here?

  • @Massusa12
    @Massusa12 5 ปีที่แล้ว +1

    I don't really understand much of the differences between painter and mari. What I got from it is that if painter added udim support and supported bigger maps, it would be pretty much interchangeable with mari, with the added benefit of having smart materials (which you can make yourself using substance designer) and some other features that make your life easier when texturing. Is that a good explanation or is this an oversimplification? I've wanted to try a film pipeline for some time because you can get much more detail and realism out of it, but I don't really get the difference to a gaming pipeline after the retopo and uv stage of things and I was afraid I couldn't get good results using painter for this kind of work.

    • @shamanik1320
      @shamanik1320 5 ปีที่แล้ว

      Painter is only for texturing whereas Mari is a full 3d suite like Autodesk stuff, Blender, etc. I believe it also has PTEX which is a texturing that doesnt need uv's that Disney created to speed up character creation. Probably has some more stuff as well. I only have experience with Blender when it comes to 3d suites but I read into Mari a little.

  • @AdrianoFerreira-nb8cd
    @AdrianoFerreira-nb8cd 5 ปีที่แล้ว +1

    just one question, if im working on hardsurface model with some smaller surface details , can the displacement project those details onto a low poly version accurately? or do i need to retopo those small details roughly?

  • @vladimirivanov2790
    @vladimirivanov2790 4 ปีที่แล้ว

    What is the software guys are talking about at 17:22?

  • @RomboutVersluijs
    @RomboutVersluijs 4 ปีที่แล้ว

    Bizarre how an app like Substance which is used in Prof work environment didn't had UDIM at that point?!? How did you do the texture paint in substance on this character since it had UDIM setup. Did you make separate materials for the body parts then?

    • @RomboutVersluijs
      @RomboutVersluijs 4 ปีที่แล้ว

      OW nevermind, noticed later you made a custom UVlayout for it, all in one map. should have waited before questioning hahaha like always ;) quite bizarre how the environment lighting is also visible in the UV texture map. Isnt that distracting you when working? PS Painter is pixel based right, I noticed you can scale up resolution at any time. Doesnt that destroy quality and make it blurry since no data is there?

  • @OscarTorresWork
    @OscarTorresWork 2 ปีที่แล้ว

    3 Years into the future Substance painter supports UDIMS, great video guys keep em coming.

  • @matthieuschneider4947
    @matthieuschneider4947 5 ปีที่แล้ว +1

    The performance issue in maya is related to the history, script delete history and switch back to retopo tool and bob is your uncle . You can try to disable the history but I ran into some issues doing that.

  • @VirtualSuperSoldier
    @VirtualSuperSoldier 5 ปีที่แล้ว

    So why not create a low poly properly topologized mesh in Maya first, then export that to Z brush for your base mesh and create the high detail work from there? Then you don't have to retopo. Yes/no?

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว

      Thats a great question! The reason is because its a lot easier to concept the model in ZBrush than in Maya. Unless youre going super low poly, its advised to do your concept sculpt in ZBrush.

  • @blankslateanimationllc9800
    @blankslateanimationllc9800 5 ปีที่แล้ว +1

    Thank you guys this really clarified some things about character workflow, especially the retopo part.I just picked up your Vray Tutorial, but now I need to get these premium character tutorials so Merry Christmas. Oh please post the Substance Tutorial asap that is a much needed tool as they have us using Mudbox in class...death to Mudbox

  • @IvanReel
    @IvanReel 4 ปีที่แล้ว

    For RETOPO, why can't we just use REMESH in Zbrush and then export anObj to MAYA for rigging?
    I just did a REMESH and exported an .Obj of a head that I was doing for Zbrush practice and the precision of the loops was far better than anything I could do with QUADDRAW in MAYA. At last for now until I get better at LOOP definitions in MAYA QUADDRAW.
    Great TH-cam channel!

  • @RomboutVersluijs
    @RomboutVersluijs 4 ปีที่แล้ว

    Why arent there any major loops around the chest, hips, back, knees etc etc. I wonder why mainly the face and shoulders have these import loops but seem to be missing in other parts.

    • @RomboutVersluijs
      @RomboutVersluijs 4 ปีที่แล้ว

      Like you said around @14:00 you block in major muscle groups. It seems to be missing those, is that because initially this character was not meant for rigging?

  • @tanujchauhan6388
    @tanujchauhan6388 5 ปีที่แล้ว +1

    How detailed should the character be before you bring the retopo character into the substance painter? I ask because it looks pretty hi-res in painter in terms of the details. Btw, thank you for this helpful and informative tutorial.

  • @TheBobimkd123
    @TheBobimkd123 5 ปีที่แล้ว +1

    Modern GPU's 8gig and above ram but still struggle even in substance, i have rx580 8g and on start up substance flashes me 'your gpu is shittt program wont work at its best' lol :D

    • @javeddenton
      @javeddenton 4 ปีที่แล้ว

      It needs cuda cores

  • @kennethkingdon-korab2174
    @kennethkingdon-korab2174 2 ปีที่แล้ว

    18:00 "No open holes" Men of class I see... lmfao

  • @AirboundPenguin
    @AirboundPenguin 5 ปีที่แล้ว +2

    Thank you for another great video :) I'd be very interested to see how you guys go about detailing human characters! With Creatures you have so much creative freedom when working on details but humans (especially young people) have very smooth skin. I really struggle with that aspect once i am done getting the proportions and muscles right. I would love a video elaborating how to properly add pores, wrinkles, veines and the like.

  • @metinzarok9370
    @metinzarok9370 2 ปีที่แล้ว

    hey.. can you share plz. that ui?

  • @ZigealFaust
    @ZigealFaust 3 ปีที่แล้ว

    Hey, I noticed if you do it right, zremeshing at half a few times gives you clean topo.
    Just a thought.

  • @TonyG718
    @TonyG718 4 ปีที่แล้ว +1

    Question: Hope one of you gents have an answer: I want to sculpt, repoto, UV Map, Texture and pose my entire model within Zbrush. Is this even possible?? I see so many artist using multiple outlets with programs I don’t have. I just want to use one.

    • @martians1028
      @martians1028 4 ปีที่แล้ว +1

      If you just want to use one you certainly can but you can't in zbrush, try blender or maya, I use blender so 10/10 would recommend

    • @TonyG718
      @TonyG718 4 ปีที่แล้ว

      Austin Martin Thank You, Sir! I just downloaded Blender. I will most likely sculpt in Zbrush then export to Blender to finish. Any tips? I’ve been drawing for 30 years but 3D is a whole new beast and it’s overwhelming lol.

  • @rishen
    @rishen 4 ปีที่แล้ว

    Hey, guys and FlippedNormals! ^^
    I am a Zbrush "cowboy" with below average skills, my workflow is to sculpt in Zbrush > Zremesh it > Project and work on subdivisions + make UVs in Zbrush > Export low & high poly into Substance + texturing > back to Zbrush to transpose character > export posed low poly & render in 3dsMax.
    Quick question, is there a way to eliminate or at least minimize texture stretching when transposing in zbrush? ^^

  • @LateRush
    @LateRush 5 ปีที่แล้ว +1

    Guys, love you so much! Just switched from 2d to 3d and your videos are so fcking usefull. Big thanks to you!

  • @PBpls
    @PBpls 5 ปีที่แล้ว

    Painter is good for game art, but if you make characters for cinematics/movies then Painter sucs a little. You can't paint across UDIMs (I can't belive they still didn't fix it). You can't make good specular maps, because Painter makes specular maps similar to metalness maps. I was disappointed with Painter.

  • @rorypullman
    @rorypullman ปีที่แล้ว

    Amazing video. Ive been looking for a more structured workflow. Do you have any suggestions for a more cost effective alternative to sub paint?

  • @BirdsAndWhales
    @BirdsAndWhales 4 ปีที่แล้ว

    Do the UVs get created BY the re-topology? And then you just have to arrange them?

    • @DanielGarcia-ys7kj
      @DanielGarcia-ys7kj 4 ปีที่แล้ว +1

      nop, you create the uvs after retopology is done. and yeah after marking seams and unwrapping, you proceed with packing the UV islands.

  • @Locomotror
    @Locomotror ปีที่แล้ว

    Great videos guys! a question i have about the high poly, so you don't need to have things like the eyes, teeth, gums, tounge, maybe even eyesbrows modeled, those can be done in the lower poly. But in that case there wouldn't be any details that are tramsfered to them when baking right? just the rest of the body would have that?

  • @lionheart1019
    @lionheart1019 4 ปีที่แล้ว

    Damn that monster is hungry.

  • @clydesupot
    @clydesupot 5 ปีที่แล้ว +2

    is concept sculpting better than sketching/drawing vice versa? just wondering

  • @edensgarden1775
    @edensgarden1775 3 ปีที่แล้ว

    Hello, new subscriber

  • @EvilKetem
    @EvilKetem 5 ปีที่แล้ว +1

    Thank you so much guys! This video answered many questions for me. One thing I'm not sure about yet is breaking symmetry on the character - like when moving facial features around a bit and all that... Where would that step happen in the pipeline?

  • @eman4086
    @eman4086 4 ปีที่แล้ว

    bros blender supports udims now

  • @rangerraad5379
    @rangerraad5379 4 ปีที่แล้ว

    can we animate the projected mesh

  • @jackyll
    @jackyll 5 ปีที่แล้ว +3

    Thank you for such an in depth process video. I'm always curious about pipelines, since it seems like everyone has their own variation of the same thing.

  • @Gaz_Game
    @Gaz_Game 4 ปีที่แล้ว

    Do you have a text version of the workflow available? For example Concept sculpt > retopologise etc and whether to do high res or low res sculpt first?

  • @ganagz
    @ganagz 5 ปีที่แล้ว

    Hey guys, i know that the eyes are on a different subtool on zbrush. Is it a separate export to other softwares? Then when we render, how do we join the body and eyes? Thanks!

  • @bobsteven2363
    @bobsteven2363 2 ปีที่แล้ว

    hi, im from the future and you guys are so wrong -_- Substance painter does support udims and painting across udims. Oh and substance painter is now property of adobe. Double wrong in a row. SMH

    • @user-hl7pk7rg8h
      @user-hl7pk7rg8h 2 ปีที่แล้ว

      This video is 3 fking years old

    • @bobsteven2363
      @bobsteven2363 2 ปีที่แล้ว

      @@user-hl7pk7rg8h hence why I’m from the future. I time travel

  • @loonloon6860
    @loonloon6860 3 ปีที่แล้ว

    In the future, Zbrush can do animation rigging like maya XD

  • @abrahamwondafrash7549
    @abrahamwondafrash7549 5 ปีที่แล้ว +1

    I am so glad that you guys mentioned blender as a great tool for modelling and retopology!... I have learned a lot in this video especially the blocking of retopology!

  • @CJE15
    @CJE15 3 ปีที่แล้ว

    Thanks for your help and i have to tell us, you are very nice people and very clear !! I hope you continue ever an ever.. Super Kanal !!!!

  • @brylidan
    @brylidan 5 ปีที่แล้ว

    but, that part where they make the model a flat image ?? and the part where they add a purple image to the lights works on the model ??

  • @visuart
    @visuart 4 ปีที่แล้ว

    Hi guys I follow you since long ago and appreciate a lot your tuts, I keep coming back to this one, so I’m actually kind of watching it from the future even though I watched it in the past ;) any update on substance / Udims pls?. Thnx so much in advance.

  • @ruanneves8841
    @ruanneves8841 3 ปีที่แล้ว

    Watching this in 2020, the "5000 Pounds on a 24Gb GPU" made me laugh

  • @asismaharjan7431
    @asismaharjan7431 6 หลายเดือนก่อน

    Definitely from future here!

  • @MadeupUniverse
    @MadeupUniverse 2 ปีที่แล้ว

    Can you do one on how to create characters for meta verse and if there are any differences in the approach?

  • @R4ngeR4pidz
    @R4ngeR4pidz 5 ปีที่แล้ว

    maya has 0 performance issues when it comes to retopology, all you need to do is delete your history once in a while.....

  • @bao007fei
    @bao007fei 5 ปีที่แล้ว +1

    Amazing content AGAIN🍻
    I just wonder in movie industry, which 3d software is used in rigging, animation, grooming and vfx like fluid simulation and explosion? Are MAYA and HOUDINI advanced enough for doing those things?

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว

      They use exactly the tools you mentioned :) Maya and Houdini.
      Modeling, rigging, animation, groom - Maya
      FX and sim - Houdini

    • @bao007fei
      @bao007fei 5 ปีที่แล้ว

      @@FlippedNormals Good to know. Thanks.😋

    • @bao007fei
      @bao007fei 5 ปีที่แล้ว

      ​@@FlippedNormalsRelieved.🤣 Thank you for the help.

  • @baconesbass
    @baconesbass 5 ปีที่แล้ว

    It would be nice digging deeper and learn how to deal with different parts of the face, like eyes or inside mouth. And maybe tips or advise dealing with blendshapes? They should be treated all as different objects cooked separatedly, but is there any proper way of not making the work many times for small changes?

  • @GroundbreakGames
    @GroundbreakGames 5 ปีที่แล้ว

    Yes yes, cool story and all but can you get an .fbx out of blender and in to unreal4? XD. JK jk... sort of

  • @CoEAssasiN
    @CoEAssasiN 5 ปีที่แล้ว

    Hello guys, nice tutorials all over your channel , i'm kinda new to it so , wow . I have a question that if you answer it will really save me from a stroke. What if you want to pose your game-ready character ? Is this something you do before the retopo process ( cuz i understand that this is going to be a pain in the ... in the afterwards process) , or is it something that you do after you have ended the symmetry - friendly whole process ( from modeling to texturing), by rigging it etc ? This is also a very time consuming process. I mean normally in a studio you would not do the pose , right ? It's only all about correct topo uvs and stuff , correct ? But if you want to show your work in a portfolio or something , I've seen that posing is an extra to have. So what is the correct - usual - less time consuming way to do it ? I haven't seen all your videos so i don't know if you have mention it anywhere, if so the link would also be appreciated. Cheers

  • @nourghafarji
    @nourghafarji 4 ปีที่แล้ว

    why you can't use the low res from the base mesh you started working on, like in mudbox, is it cuz zbrush uses triangles? and does mudbox offer a better solution to this ? or is it just dead and this is a good thing lol