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These are the user uploaded subtitles that are being translated: 1 00:00:01,666 --> 00:00:04,166 We now have a somewhat finished model of an outfit. 2 00:00:05,366 --> 00:00:08,766 What comes next is how to make a game-ready model out of this high poly version. 3 00:00:10,033 --> 00:00:13,200 This process involves 5 steps: Retopology, 4 00:00:13,500 --> 00:00:17,266 UV unwrapping and materials set up, baking and texturing, 5 00:00:17,866 --> 00:00:20,600 rigging, and finally skinning and weight painting. 6 00:00:21,733 --> 00:00:23,066 Before we do all that, 7 00:00:23,066 --> 00:00:26,100 let's quickly discuss a few points that are generally helpful to know 8 00:00:26,666 --> 00:00:28,866 to make your outfit creation experience easier. 9 00:00:30,366 --> 00:00:31,533 Details... 10 00:00:31,533 --> 00:00:34,933 We have already discussed some options to add details like stitches. 11 00:00:36,100 --> 00:00:39,466 This is often the question: At which point do I start adding details? 12 00:00:40,033 --> 00:00:42,300 In my workflow, I follow a layered approach. 13 00:00:43,433 --> 00:00:46,633 First, I concentrate on the big shapes like the cloth folds and seams 14 00:00:46,633 --> 00:00:50,466 and the overall silhouette of the character. This is the stage at which we are now. 15 00:00:51,733 --> 00:00:53,666 Then I usually add some medium shapes. 16 00:00:53,666 --> 00:00:57,400 For example, we could sculpt additional details on the helmets or the clothes. 17 00:00:58,466 --> 00:01:01,533 And the finer details like surface imperfections, ornaments 18 00:01:01,533 --> 00:01:05,066 or wear and tear are then taken care of by the textures. 19 00:01:06,000 --> 00:01:08,300 For this outfit, I will not sculpt any more details, 20 00:01:08,300 --> 00:01:11,500 but rather refine the look of the clothes and accessories in Substance Painter. 21 00:01:12,666 --> 00:01:15,300 The next point is thickness. 22 00:01:15,300 --> 00:01:18,266 Ideally, you want to have a simple mesh for all the cloth items. 23 00:01:18,900 --> 00:01:21,133 You will not only avoid unnecessary geometry, 24 00:01:21,166 --> 00:01:23,600 it also makes skinning a lot easier. 25 00:01:23,600 --> 00:01:27,933 However, having only one-sided clothes meshes looks real bad when you zoom in 26 00:01:27,933 --> 00:01:29,900 to your character's face. 27 00:01:29,900 --> 00:01:33,233 We want our clothes to look decently realistic and have some thickness to them. 28 00:01:34,366 --> 00:01:37,233 One way to do that is to add a rim. 29 00:01:37,233 --> 00:01:38,900 Let us look at the shirt, for example. 30 00:01:38,900 --> 00:01:42,833 You can select the edge loop at the neck, extrude it and then move it down. 31 00:01:48,100 --> 00:01:50,533 The other option is to add a solidify modifier, 32 00:01:51,200 --> 00:01:53,466 and then tick the "Only Rim" checkbox. 33 00:01:56,166 --> 00:01:57,000 For some items, 34 00:01:57,000 --> 00:02:00,500 it's unavoidable to have thickness, for example, for these belts here. 35 00:02:01,400 --> 00:02:03,400 It is not optimal, but not a dealbreaker. 36 00:02:03,533 --> 00:02:05,833 Don't worry about thickness too much. 37 00:02:05,833 --> 00:02:07,333 It's just something to come back to 38 00:02:07,333 --> 00:02:10,200 in case you run into some issues when you are skinning your outfit. 39 00:02:12,900 --> 00:02:16,133 Next: Optimization... 40 00:02:16,133 --> 00:02:19,133 When modeling, we are looking for the optimal look of the objects, 41 00:02:19,133 --> 00:02:21,366 so we add multiresolution modifiers, 42 00:02:21,366 --> 00:02:23,066 bevels and loop cuts, 43 00:02:23,066 --> 00:02:23,766 and sometimes 44 00:02:23,766 --> 00:02:27,966 we end up with a really dense topology for rather small and unimportant items. 45 00:02:28,633 --> 00:02:31,166 Also, when you added zippers in Marvelous Designer, 46 00:02:31,733 --> 00:02:34,466 you get meshes with about 6000 faces. 47 00:02:34,966 --> 00:02:37,666 If you have, say, six zipper pockets on your outfit, 48 00:02:38,200 --> 00:02:41,400 it's already 36K polygons for such a minor detail. 49 00:02:42,866 --> 00:02:46,066 Even though we are a bit generous with our final poly count for the clothes, 50 00:02:46,600 --> 00:02:51,033 these things are really unnecessary. So we can use a rather aggressive 51 00:02:51,033 --> 00:02:53,600 decimate modifier for such hard surface meshes. 52 00:02:55,266 --> 00:02:57,833 You can try different values for the decimation ratio 53 00:02:57,833 --> 00:03:00,466 and try to find a point where it still looks good. 54 00:03:03,833 --> 00:03:04,366 On the bottom here, 55 00:03:04,366 --> 00:03:06,633 you can see the poly count you would end up with, 56 00:03:06,633 --> 00:03:08,733 if you apply the modifier. 57 00:03:08,733 --> 00:03:11,966 With really low ratio values, the meshes will begin to break. 58 00:03:15,000 --> 00:03:17,666 Let's also join modeled meshes that belong together. 59 00:03:18,400 --> 00:03:21,566 These two belts, for example, don't need to be separate meshes. 60 00:03:22,666 --> 00:03:26,200 But be careful. If you have different modifiers applied to these objects, 61 00:03:26,566 --> 00:03:29,766 we can't just join them but need to apply our modifiers first. 62 00:03:31,200 --> 00:03:32,233 Before we do that, 63 00:03:32,233 --> 00:03:36,133 Let's select everything except the body and move it into a new collection. 64 00:03:36,600 --> 00:03:38,600 Let's call it "Hero_Clothes_High". 65 00:03:40,100 --> 00:03:42,033 Then duplicate the collection and call it 66 00:03:42,033 --> 00:03:44,033 "Hero_Clothes_High_modsappl" 67 00:03:48,300 --> 00:03:51,300 Uncheck the original collection, then select all and convert to mesh. 68 00:03:53,366 --> 00:03:56,633 Oh, I should have deselected the shoulder pad. 69 00:03:56,633 --> 00:03:59,800 Applying all modifiers will remove the hair particle system as well. 70 00:04:01,900 --> 00:04:04,333 Now we can go ahead and join meshes with Ctrl+J. 71 00:04:11,966 --> 00:04:14,533 And this leads me to the fourth point: Organization 72 00:04:15,933 --> 00:04:19,966 Nobody likes to do this, but it's always good to rename your meshes appropriately. 73 00:04:20,433 --> 00:04:21,900 If your blender project crashes 74 00:04:21,900 --> 00:04:23,366 and you can't open it anymore, 75 00:04:23,366 --> 00:04:26,400 (which is not a totally hypothetical scenario, by the way), 76 00:04:26,900 --> 00:04:30,600 you could append objects or collections from the broken project to a new one. 77 00:04:31,200 --> 00:04:35,733 But if you have 15 meshes called Cube001, 002 etc., 78 00:04:35,933 --> 00:04:38,233 this can become really annoying. 79 00:04:38,233 --> 00:04:41,566 I also like to keep stages of the progress in back-up collections. 80 00:04:41,666 --> 00:04:43,900 Say for example, you apply all modifiers, 81 00:04:44,666 --> 00:04:46,833 but later realize you want to change something, 82 00:04:46,833 --> 00:04:49,300 you always have the older model version to go back to. 83 00:04:52,000 --> 00:04:52,966 Excellent! 84 00:04:52,966 --> 00:04:56,966 We have a clean and well-organized project now and will proceed to retopology. 85 00:04:58,233 --> 00:04:59,066 In the next chapter, 86 00:04:59,066 --> 00:05:02,100 I will show you different approaches to retopology of clothes items. 87 00:05:02,800 --> 00:05:06,533 Those are particularly applicable to clothes created with Marvelous Designer, 88 00:05:07,100 --> 00:05:10,500 but also to any kind of high-poly mesh. 89 00:05:10,500 --> 00:05:13,600 If you created your clothes using Blender, you will probably already 90 00:05:13,600 --> 00:05:16,766 have the low poly base mesh and don't need to retopologize at all. 91 00:05:18,133 --> 00:05:20,766 I will show you what you need to know and you can judge for yourself, 92 00:05:20,866 --> 00:05:21,966 how you want to proceed. 8305

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