Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,000 --> 00:00:05,279
Hello and welcome to this introductory chapter, first of all I would like to say thank you
2
00:00:05,282 --> 00:00:10,699
for checking out this course, I hope it will be useful and I hope it will be insightful.
3
00:00:10,702 --> 00:00:16,179
So in this chapter I am just going to go through the different chapters throughout the course,
4
00:00:16,182 --> 00:00:20,219
of course Game Ready Character in Blender and essentially this course is going to go
5
00:00:20,222 --> 00:00:27,220
through the creation of this character over here from basically just having a concept
6
00:00:27,620 --> 00:00:34,620
and then doing the sculpt, texturing, rigging and also some animation basically. And the
7
00:00:35,900 --> 00:00:42,739
target for this character is kind of this like an isometric MOBA style character or
8
00:00:42,742 --> 00:00:47,419
like an action RPG kind of character, so it's not like a really high fidelity realistic
9
00:00:47,422 --> 00:00:52,660
character, more something a little bit more punchy and graphic, so that's the overall
10
00:00:52,860 --> 00:00:59,860
idea. So chapter 1 here, that's going to be the next chapter, we're going to be starting
11
00:01:00,123 --> 00:01:02,334
Subtitled by
online-courses.club
We compress knowledge for you!
12
00:01:02,335 --> 00:01:04,039
off with the modelling the base, so we're going to do a model that's going to become
13
00:01:04,042 --> 00:01:07,859
the sculpt essentially, so we're going to do some block art essentially and then we're
14
00:01:07,862 --> 00:01:13,859
going to use that to then sculpt the actual anatomy and the body and stuff, then we're
15
00:01:13,862 --> 00:01:20,860
going to take that sculpt, we topologise it, get a nice flowing mesh with good topology,
16
00:01:20,900 --> 00:01:25,339
good flows, then after that we're going to be finalising the body so we're going to bring
17
00:01:25,342 --> 00:01:30,579
everything together and kind of tie everything up after we get the retopology, we're going
18
00:01:30,582 --> 00:01:37,299
to continue sculpting just a tiny bit with a multi-resolution workflow and at this stage
19
00:01:37,302 --> 00:01:43,699
we'll essentially have the finished character body kind of. Then in chapter 5 we're going
20
00:01:43,702 --> 00:01:48,459
to be modelling the items, so all the clothing, all the sword, the helmet and all this other
21
00:01:48,462 --> 00:01:53,019
stuff, the sandals and stuff, we'll be modelling all those in that thing. It's a pretty long
22
00:01:53,022 --> 00:01:59,259
chapter but we're just going through the modelling, nothing really extreme is happening there,
23
00:01:59,262 --> 00:02:05,259
but there are a few tricks and tips here and there. Then in chapter 7 we're going to be
24
00:02:05,262 --> 00:02:09,819
doing UV unwrapping, this is actually the only place where we might be using secondary
25
00:02:09,822 --> 00:02:16,820
add-on, which is the UV unwrap, I think it's called Blender UV unwrap, literally, and it's
26
00:02:17,300 --> 00:02:20,819
free, you can go to their website and just get the add-on and the executable and then
27
00:02:20,822 --> 00:02:27,899
you can install it into Blender and then using that to do some of the layout for the UV unwrapping.
28
00:02:27,902 --> 00:02:33,899
It should be pretty straightforward, but we'll be using that add-on for those things. Then
29
00:02:33,902 --> 00:02:39,139
in chapter 7 here we are going to be doing the base texturing, so we're essentially going
30
00:02:39,142 --> 00:02:46,099
to go into the sculpt mode's vertex paint, which we're going to use to lay down a foundation
31
00:02:46,102 --> 00:02:49,579
for all the colours and then we're going to be doing a lot of the colouring for the
32
00:02:49,582 --> 00:02:55,059
body using that tool essentially. Then in chapter 8 we're going to continue texture
33
00:02:55,062 --> 00:03:02,059
painting but now getting into the actual texture painting workflow where we have maps to paint
34
00:03:02,062 --> 00:03:09,539
on and we're going to use that to do the rest of the textures here and there, some of the
35
00:03:09,542 --> 00:03:14,699
helmet, some stuff here and there. Not like crazy in detail but you could definitely take
36
00:03:14,702 --> 00:03:18,619
it further than we do there, but I do show you all the techniques and the necessary information
37
00:03:18,622 --> 00:03:24,499
there. In chapter 9 we're going to be finalising the model, that's going to be where we have
38
00:03:24,502 --> 00:03:29,339
the model, the resupology, the texturing, all of that stuff is done and we are bringing
39
00:03:29,342 --> 00:03:38,499
it together and making sure we kind of have it done and ready for rigging. So in chapter
40
00:03:38,502 --> 00:03:43,259
10 we're going to be rigging the bodies, we're going to create a skeleton and start skinning
41
00:03:43,262 --> 00:03:50,659
it to the actual body here and get that moving. And then in chapter 11 we're going to be rigging
42
00:03:50,662 --> 00:03:53,539
all the items as well, they have a little bit of a different rigging setup, we've got
43
00:03:53,542 --> 00:03:57,819
the scabbard, we've got the cloth, also some really interesting things there with how we
44
00:03:57,822 --> 00:04:01,659
might solve the cloth. In the course we're going to be solving the cloth with doing some
45
00:04:01,662 --> 00:04:08,779
bones, it could also be simulated but for this it just made sense to do it with bones
46
00:04:08,782 --> 00:04:15,319
to have a little bit of control. Then in chapter 12 here, we essentially have a finished
47
00:04:15,322 --> 00:04:20,219
rig here in chapter 11, we have a finished rig of everything, so in chapter 12 we're
48
00:04:20,222 --> 00:04:24,019
going to take that rig and actually do a run cycle animation. I go through a little bit
49
00:04:24,022 --> 00:04:28,379
about how to do a run cycle if you haven't done it before or just how you might animate
50
00:04:28,382 --> 00:04:36,060
that in Blender. And then in chapter 13 we're going to be doing a sort of attack animation
51
00:04:36,620 --> 00:04:40,499
and it's just two varying animations just to see that you can do a little bit of both
52
00:04:40,502 --> 00:04:44,539
here. One is looping, the other one is not necessarily something that's supposed to loop
53
00:04:44,542 --> 00:04:50,979
but that's also fine. And then the very last chapter in chapter 14 we're going to be exporting
54
00:04:50,982 --> 00:04:58,339
everything from Blender and getting it out into something like Unreal Engine or Unity,
55
00:04:58,342 --> 00:05:01,579
in this case it'll be Unreal Engine but the process is essentially the same. And then
56
00:05:01,582 --> 00:05:06,219
I'm just going through a few steps inside of Unreal, just setting up the character just
57
00:05:06,222 --> 00:05:12,059
so you can see that everything works but sometimes you have to tweak a few things to get it to
58
00:05:12,062 --> 00:05:16,739
work the way you want it. And for Unity of course it would be a little bit different
59
00:05:16,742 --> 00:05:21,839
but you can get it there with everything you learned here, you can get to a really usable
60
00:05:21,842 --> 00:05:29,899
state in a game engine. So yeah, that's essentially the chapter breakdown, going to be excited
61
00:05:29,902 --> 00:05:35,419
to get started. Also in this chapter I'll just go on to talk a little bit about the
62
00:05:35,422 --> 00:05:41,139
reference that I had from the previous, from the concept phase. I also did a course on
63
00:05:41,142 --> 00:05:45,579
the concept for this one and I'll just go through some of the reference I had from there
64
00:05:45,582 --> 00:05:52,059
and then some additional reference I gathered specifically for the 3D part for this course.
65
00:05:52,062 --> 00:05:57,379
So check that out right after here. So I have a reference board here that I also used when
66
00:05:57,382 --> 00:06:03,539
creating the concept for the character we're going to be making in this course. And so
67
00:06:03,542 --> 00:06:09,339
that's kind of the stuff that is over here. So some of that reference will be used again
68
00:06:09,342 --> 00:06:15,299
for the actual 3D process that just sort of makes sense. And there's a real world reference
69
00:06:15,302 --> 00:06:22,539
and some tattoo reference, some character references and a little bit of extra stuff.
70
00:06:22,542 --> 00:06:26,220
And that's all well and good and we'll get into that a little bit later. But some additional
71
00:06:26,820 --> 00:06:32,299
reference that I've gathered for the specific 3D process are over here. And that includes
72
00:06:32,302 --> 00:06:38,099
a lot of kind of anatomical reference, just some muscle definitions and all these things.
73
00:06:38,102 --> 00:06:42,539
I think that's really important even if we're doing a stylized character, just having references
74
00:06:42,542 --> 00:06:48,139
for the actual thing, right? Like what does it actually look like? And it can be really
75
00:06:48,142 --> 00:06:54,939
good because in essence we are creating an abstraction, a stylization of something real,
76
00:06:54,942 --> 00:07:01,219
right? We're creating some kind of stylized character, but that all builds on real world
77
00:07:01,222 --> 00:07:06,339
anatomy. So having these things can still be really, really, really good. And I got
78
00:07:06,342 --> 00:07:11,779
these just from, I think from anatomy 360. There's some free references there you can
79
00:07:11,782 --> 00:07:17,419
grab or you can find other stuff elsewhere, but super handy to have that as well. I also
80
00:07:17,422 --> 00:07:20,659
got some pictures just here and there with some different lighting conditions and some
81
00:07:20,662 --> 00:07:27,939
different skin tones, different body types, just all stuff to help me along. Also some
82
00:07:27,942 --> 00:07:32,499
black and white photos here of Iggy Pop because he has a little bit more of a, let's say,
83
00:07:32,502 --> 00:07:38,539
an older, stronger build, which might be relevant. And I'm thinking that the body type is actually
84
00:07:38,542 --> 00:07:45,899
kind of similar to this, what's going on for Baldur here in this concept from God of War.
85
00:07:45,902 --> 00:07:53,139
So that might be a good reference that we can pull from in terms of proportions, right?
86
00:07:53,142 --> 00:07:58,859
I also have some stylized reference and that's just because we're doing something stylized
87
00:07:58,862 --> 00:08:02,419
and maybe there's something that somebody solved in a specific way. Maybe the way of
88
00:08:02,422 --> 00:08:06,939
doing the pictorial is like this, like almost a very square box. Maybe that's the right
89
00:08:06,942 --> 00:08:12,740
way for us to go about it. And the way that this breaks here and the way the quads are
90
00:08:12,980 --> 00:08:17,339
separated. I don't know yet, but it's still good to have something like that on hand.
91
00:08:17,342 --> 00:08:28,099
But as I also stated in the character concept course, this here is my main kind of focus.
92
00:08:28,102 --> 00:08:36,579
I'm trying to do something that would maybe fit into a roguelike or an action RPG or something
93
00:08:36,582 --> 00:08:42,859
like a MOBA, like a League of Legends or a Dota in terms of fidelity. Not necessarily
94
00:08:42,862 --> 00:08:49,219
in terms of style, but in terms of how detailed it is, but then also how simple and readable
95
00:08:49,222 --> 00:08:54,819
something like this character is, the X character. And that's kind of what hopefully I'll be
96
00:08:54,822 --> 00:08:59,779
able to pull from the concept, but then still making it somewhat like that.
97
00:08:59,782 --> 00:09:03,939
I also used Hades as a reference and this is the actual model from the game. It looks
98
00:09:03,942 --> 00:09:08,339
quite different from the concept, but I also exaggerated some of the features for that
99
00:09:08,342 --> 00:09:16,979
specific isometric perspective that we see up here. So the character is exaggerated a
100
00:09:16,982 --> 00:09:21,379
little bit for the camera. I won't be doing that. I'll probably be doing something more
101
00:09:21,382 --> 00:09:28,579
akin to what they're doing here with X and Dota 2, or what they've been doing in something
102
00:09:28,582 --> 00:09:33,659
like Diablo 3 or something like that. If we have a bit more naturalistic proportions.
103
00:09:33,662 --> 00:09:38,219
In addition to that, I also have some topology reference. The topology reference could also
104
00:09:38,222 --> 00:09:43,659
be really good just to see how detailed should I be going. I could be going a little bit
105
00:09:43,662 --> 00:09:49,179
more detailed than this. That wouldn't be too bad, but I also don't need to go more
106
00:09:49,182 --> 00:09:55,299
detailed than this. So that's kind of the trade off there, but I might. Here they go
107
00:09:55,302 --> 00:09:59,739
a little bit more detailed than over here, but not too much. It's still within the same
108
00:09:59,742 --> 00:10:02,362
range, but definitely the face seems to have a little bit more fidelity maybe around the
109
00:10:02,364 --> 00:10:04,407
Subtitled by
online-courses.club
We compress knowledge for you!
110
00:10:04,408 --> 00:10:10,379
eyes and stuff. And definitely the textures are a lot more detailed than they are on a
111
00:10:10,382 --> 00:10:16,699
character like this. And this is probably more what I'm thinking in terms of simplicity
112
00:10:16,702 --> 00:10:19,899
of materials and these things. So that's also a really good reference to have. And if you're
113
00:10:19,902 --> 00:10:27,339
doing something slightly different, then having reference like that can be super useful. So
114
00:10:27,342 --> 00:10:33,579
that's the reference I have for the modeling process itself. And then I also have some
115
00:10:33,582 --> 00:10:37,419
reference when we get further into modeling some of the details or doing some texture
116
00:10:37,422 --> 00:10:42,859
work, then these kinds of things are going to be really useful. Some real world reference
117
00:10:42,862 --> 00:10:48,459
here and there, but also maybe I'll steal a few things from these other guys. And then
118
00:10:48,462 --> 00:10:55,819
some pattern work here. And yeah, I think that's pretty much it for this chapter. And
119
00:10:55,822 --> 00:10:57,740
then we'll move on to the next chapter.
14558
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.