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These are the user uploaded subtitles that are being translated: 1 00:00:01,033 --> 00:00:04,066 UV unwrapping is like cutting your clothes into pieces 2 00:00:04,066 --> 00:00:06,266 and then arranging them like a neat little puzzle. 3 00:00:07,000 --> 00:00:10,066 So we can apply 2D texture maps to our 3D model. 4 00:00:12,000 --> 00:00:14,066 If you follow the Marvelous Designer workflow, 5 00:00:14,300 --> 00:00:17,233 you already have the UVs for the soft parts. 6 00:00:18,533 --> 00:00:21,833 The only issue you would need to pay attention to is the thickness. 7 00:00:22,700 --> 00:00:26,666 Because we added additional faces either by extruding the border edges 8 00:00:27,233 --> 00:00:29,900 or by adding a solidify modifier, 9 00:00:29,900 --> 00:00:34,633 this extra geometry is not unwrapped yet and fills zero space in our UV layout. 10 00:00:35,966 --> 00:00:39,033 This would result in ugly, stretched textures on these parts. 11 00:00:40,200 --> 00:00:42,100 So if we want those areas to look more realistic, 12 00:00:42,100 --> 00:00:44,233 we need to unwrap the borders. 13 00:00:45,233 --> 00:00:47,533 You can either select those faces, unwrap them, 14 00:00:47,533 --> 00:00:49,900 and arrange them in the UV layout. 15 00:00:49,900 --> 00:00:53,900 Or you can just scrap the complete UVs from Marvelous and start again. 16 00:00:55,466 --> 00:00:57,933 I will unwrap all clothes items from scratch. 17 00:00:59,133 --> 00:01:02,066 Blender offers a number of different tools for UV unwrapping. 18 00:01:02,666 --> 00:01:06,866 You can use an automated process using the "Smart UV Project" option for example, 19 00:01:07,833 --> 00:01:11,100 or for some parts "Project from View" might be very useful. 20 00:01:12,500 --> 00:01:15,166 I will not go into detail into all those different options. 21 00:01:15,200 --> 00:01:16,400 Feel free to experiment 22 00:01:16,400 --> 00:01:19,200 and find the option that works best for your specific model. 23 00:01:20,766 --> 00:01:24,766 I find that working with seams at "Unwrap" usually gives the cleanest results 24 00:01:24,766 --> 00:01:27,666 for texturing and avoiding ugly UV seams. 25 00:01:29,633 --> 00:01:31,633 The principle of unwrapping is quite simple. 26 00:01:31,900 --> 00:01:35,666 Select the edges where you want to cut your mesh, mark them as seams. 27 00:01:36,033 --> 00:01:38,533 Then select the whole mesh part and choose "Unwrap". 28 00:01:39,866 --> 00:01:41,966 Then arrange the pieces in the UV space. 29 00:01:41,966 --> 00:01:46,533 You can use all the transform shortcuts in the UV window to scale, rotate 30 00:01:46,533 --> 00:01:47,666 and move your geometry. 31 00:01:49,633 --> 00:01:52,933 Try to make cuts at places where the seam will not be too obvious. 32 00:01:53,366 --> 00:01:57,766 If the unwrap is not nice, add additional seams and unwrap again. 33 00:02:04,933 --> 00:02:08,600 As for most operations in Blender, there are a couple of useful add-ons 34 00:02:08,600 --> 00:02:13,800 for this process as well, such as Magic UV, UV Squares or TexTools. 35 00:02:14,766 --> 00:02:16,966 Blender is so rich with hundreds of cool add-ons, 36 00:02:16,966 --> 00:02:19,300 that allow you to be more efficient in your workflow. 37 00:02:20,366 --> 00:02:22,200 Whichever way you prefer to work, 38 00:02:22,200 --> 00:02:24,633 the main point is, that at the end of this process, 39 00:02:24,633 --> 00:02:28,533 all your clothes items are unwrapped and nicely arranged in the UV layout. 40 00:02:30,633 --> 00:02:32,100 After unwrapping all meshes, 41 00:02:32,100 --> 00:02:34,200 I end up with seven UV tiles. 42 00:02:35,100 --> 00:02:38,066 1001 has the vest and arm wraps UVs, 43 00:02:38,266 --> 00:02:41,333 1002 the pants and stockings, and so on... 44 00:02:43,400 --> 00:02:45,500 This UV layout does not have to be final. 45 00:02:45,766 --> 00:02:47,700 Sometimes you will notice 46 00:02:47,700 --> 00:02:51,233 some UV stretching or some artifacts in your textures in Substance Painter. 47 00:02:52,366 --> 00:02:56,000 You can then go back any time, adjust the UVs and iterate between 48 00:02:56,000 --> 00:02:59,666 working on the UV layout and checking the texture result in Substance Painter. 49 00:03:01,566 --> 00:03:04,000 All right. Now that we have all our UVs, 50 00:03:04,233 --> 00:03:07,700 let's talk about optimizing the meshes and materials for texturing. 51 00:03:08,566 --> 00:03:10,400 I usually follow the branching 52 00:03:10,400 --> 00:03:13,133 and condensing principle when it comes to materials. 53 00:03:14,233 --> 00:03:14,900 For texturing, 54 00:03:14,900 --> 00:03:16,966 I want as many materials as necessary 55 00:03:16,966 --> 00:03:20,800 to be able to assign different textures and effects to different parts of the mesh. 56 00:03:21,933 --> 00:03:24,000 For example, let's look at the accessories. 57 00:03:24,266 --> 00:03:27,000 We have belts which will have a leather material. 58 00:03:27,433 --> 00:03:30,866 We have metal parts, some of which I want to look like damaged iron, 59 00:03:30,866 --> 00:03:32,533 others more shiny. 60 00:03:33,066 --> 00:03:36,500 The helmet, for example, has metal, horn and leather parts. 61 00:03:38,233 --> 00:03:41,933 So for an easier texturing process, I assign a different material 62 00:03:41,933 --> 00:03:43,333 to all the parts 63 00:03:43,333 --> 00:03:46,666 that I would want to treat as a separate object in Substance Painter. 64 00:03:48,300 --> 00:03:52,300 Then after the texturing process is done, we can condense the number of materials. 65 00:03:52,766 --> 00:03:54,166 Sometimes it is even sufficient 66 00:03:54,166 --> 00:03:57,066 to have only one single material for the whole outfit, 67 00:03:57,066 --> 00:04:00,366 when we export it to Unreal Engine. 68 00:04:00,800 --> 00:04:03,966 While poly count is not a major performance factor for Unreal, 69 00:04:05,000 --> 00:04:09,100 the number of materials and textures can really have an impact on performance. 70 00:04:09,833 --> 00:04:13,200 So the less draw calls you generate with your materials, the better. 71 00:04:14,333 --> 00:04:17,900 And it is, of course, also much easier to set up your materials in the engine, 72 00:04:17,900 --> 00:04:20,500 if you don't have 25 unique materials to deal with. 73 00:04:22,333 --> 00:04:24,266 To have just a few material instances 74 00:04:24,266 --> 00:04:27,800 to control the look of your clothes will make your life a lot easier. 75 00:04:29,200 --> 00:04:31,233 So let's go through all the meshes, 76 00:04:31,233 --> 00:04:35,666 select the parts we want to texture separately, create a new material, 77 00:04:35,666 --> 00:04:37,133 and assign it. 78 00:04:47,133 --> 00:04:48,000 Next, 79 00:04:48,000 --> 00:04:50,166 let's see how many meshes we do want to have. 80 00:04:51,500 --> 00:04:55,300 You can export the whole outfit as one single object and use appropriate 81 00:04:55,300 --> 00:04:56,566 baking settings in Substance Painter, 82 00:04:57,300 --> 00:05:01,166 to avoid bleeding effects and ambient occlusion in overlapping clothes items. 83 00:05:02,200 --> 00:05:05,200 But you can also separate the outfit into a few objects. 84 00:05:06,833 --> 00:05:09,866 For example, I know that I will use the high poly Marvelous mesh 85 00:05:09,866 --> 00:05:13,200 to bake the folds and top stitches to the low poly mesh. 86 00:05:14,500 --> 00:05:16,200 But for all the accessories parts, 87 00:05:16,200 --> 00:05:18,866 that I modeled in Blender, there is no high poly version. 88 00:05:19,033 --> 00:05:21,400 So I will just use the low poly mesh for baking. 89 00:05:23,600 --> 00:05:25,233 I will also split the clothes 90 00:05:25,233 --> 00:05:29,200 into three objects: the pants, the cape and the rest of the outfit. 91 00:05:31,133 --> 00:05:32,133 All right. 92 00:05:32,133 --> 00:05:33,266 This is what I have now 93 00:05:33,266 --> 00:05:39,433 at the end of this process: 4 separate meshes with a total of 23 materials. 94 00:05:41,600 --> 00:05:44,400 The next chapter is optional, where I will just quickly 95 00:05:44,400 --> 00:05:47,066 go through my texturing process. 96 00:05:47,066 --> 00:05:50,766 Feel free to pause the course here and do your texturing magic on your own outfit. 8729

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