Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,000 --> 00:00:12,999
Hello and welcome to this chapter, so in this chapter we are gonna finalize the model with the textures and baking details onto normal maps and doing some variation to the body a little bit.
2
00:00:13,002 --> 00:00:21,999
So we're almost there with the model, this is really the final step and then the whole model is done with the textures and then we can move on to rigging.
3
00:00:22,002 --> 00:00:24,000
So it's getting pretty exciting here.
4
00:00:25,000 --> 00:00:28,999
So in terms of the body, there are kind of two goals right now.
5
00:00:29,002 --> 00:00:42,999
We want to experiment a little bit with the ambient occlusion like we did on the helmet and just define some crevices and these are things that can help emphasize some of the muscle tones when the character is further away.
6
00:00:43,002 --> 00:00:55,999
That can be quite useful and then we want to be able to bake the actual muscle definition onto the lower res model which means we need to start reconstructing the body.
7
00:00:56,002 --> 00:01:01,061
And we also need to do the same thing for the skull actually as it also has a multi-res modifier here.
8
00:01:01,063 --> 00:01:03,783
Subtitled by
online-courses.club
We compress knowledge for you!
9
00:01:03,784 --> 00:01:18,999
The skull giving it its own normal map and all this stuff is a little bit overkill potentially because it's just this bit so I might cut this one out and just leave it like a little bit higher resolution here because it is quite high resolution.
10
00:01:19,002 --> 00:01:27,999
But if I brought it down to this lowest level here then it's still fairly usable.
11
00:01:28,002 --> 00:01:29,999
But that's up to you.
12
00:01:30,002 --> 00:01:33,999
I think I could bring it up to this level actually.
13
00:01:34,002 --> 00:01:35,999
I would be okay with that.
14
00:01:36,002 --> 00:01:39,999
It's a bit too much for sure but it's just so I have a little bit of that definition.
15
00:01:40,002 --> 00:01:43,999
Oh and actually the metalness needs to change for this one.
16
00:01:44,002 --> 00:01:45,999
I did not get around to doing that.
17
00:01:46,002 --> 00:01:52,999
But the focus right now is the body and getting the detail extracted and stuff.
18
00:01:53,002 --> 00:01:55,999
So I'm going to isolate the body for now.
19
00:01:56,002 --> 00:01:59,999
And then the first thing is just I'm going to look at the texture once again.
20
00:02:00,002 --> 00:02:06,999
For the body right now and the texture work we only have a setup for the base color.
21
00:02:07,002 --> 00:02:10,999
We don't really have a roughness one and we could do one for the tattoo.
22
00:02:11,002 --> 00:02:12,999
That would be a little bit interesting.
23
00:02:13,002 --> 00:02:18,999
But if we just take the body here, look at it and then say what we actually want to happen.
24
00:02:19,002 --> 00:02:23,999
Then maybe the tattoo could be a little bit less rough than the rest.
25
00:02:24,002 --> 00:02:28,999
So we could do this thing where we modify the color.
26
00:02:29,002 --> 00:02:31,999
Plot the color in again here.
27
00:02:32,002 --> 00:02:34,999
Oh the tattoo could be more rough than the skin.
28
00:02:35,002 --> 00:02:36,999
That's what I meant.
29
00:02:37,002 --> 00:02:40,999
Giving it a little bit of a look or the other way around.
30
00:02:41,002 --> 00:02:43,999
We can see what's going to work out for us.
31
00:02:44,002 --> 00:02:46,999
So I plug this into the roughness.
32
00:02:47,002 --> 00:02:49,999
Then we get quite shiny here.
33
00:02:50,002 --> 00:02:52,999
I'm going to bring this up to the middle.
34
00:02:53,002 --> 00:02:54,999
Maybe even further.
35
00:02:55,002 --> 00:03:01,999
I mean that's almost the max shine that we would want here for something like this.
36
00:03:02,002 --> 00:03:06,999
And then maybe we even want to reverse these two so that it becomes the other way around.
37
00:03:07,002 --> 00:03:09,999
So this is what we kind of have to play with here.
38
00:03:10,002 --> 00:03:12,000
Let's see.
39
00:03:13,000 --> 00:03:15,000
Let's see here.
40
00:03:17,000 --> 00:03:19,999
So we could bring that in a little bit.
41
00:03:20,002 --> 00:03:22,000
If we wanted to.
42
00:03:23,000 --> 00:03:24,999
Something like that.
43
00:03:25,002 --> 00:03:26,999
Feels pretty good.
44
00:03:27,002 --> 00:03:28,999
And then the tattoo here.
45
00:03:29,002 --> 00:03:31,999
How much do we actually...
46
00:03:32,002 --> 00:03:34,999
Do we want that to be more shiny or...
47
00:03:35,002 --> 00:03:38,000
What are we looking for here?
48
00:03:40,000 --> 00:03:42,999
It is cool that it has a different quality for sure.
49
00:03:43,002 --> 00:03:44,999
It almost makes it feel a bit more like paint.
50
00:03:45,002 --> 00:03:48,000
But that's maybe not a bad thing.
51
00:03:50,000 --> 00:03:51,999
You know I think I actually kind of like that.
52
00:03:52,002 --> 00:03:53,999
Just this kind of more matte finish.
53
00:03:54,002 --> 00:03:55,999
It gives a good contrast to the shiny helmet.
54
00:03:56,002 --> 00:03:57,999
Yeah okay let's do that.
55
00:03:58,002 --> 00:04:02,999
What I want to do is I want to emphasize some of these crevices with an ambient occlusion node.
56
00:04:03,002 --> 00:04:06,999
And you don't need this but it can be helpful.
57
00:04:07,002 --> 00:04:10,999
It's kind of like artificial ambient occlusion because the lighting would provide it.
58
00:04:11,002 --> 00:04:14,999
But in game engines sometimes you don't have it.
59
00:04:15,002 --> 00:04:21,000
So baking in a fake one can be a lifesaver sometimes.
60
00:04:22,000 --> 00:04:26,999
Okay let's get a ramp node here and just see what we get.
61
00:04:27,002 --> 00:04:31,999
And we are getting it certain places here.
62
00:04:32,002 --> 00:04:36,999
But I want to emphasize this a lot more I think.
63
00:04:37,002 --> 00:04:42,000
And then we're getting it around certain crevices.
64
00:04:43,000 --> 00:04:44,999
Like that.
65
00:04:45,002 --> 00:04:45,999
We could change the falloff also.
66
00:04:46,002 --> 00:04:50,000
Maybe we get something a bit more interesting.
67
00:04:51,000 --> 00:04:55,999
Actually linear seems to be doing pretty well.
68
00:04:56,002 --> 00:05:00,999
So it's something along those lines here.
69
00:05:01,002 --> 00:05:05,999
And we're getting a lot of ambient occlusion from the clothing around it and stuff.
70
00:05:06,002 --> 00:05:10,999
Which maybe we just want inside only.
71
00:05:11,002 --> 00:05:13,999
Only local I mean.
72
00:05:14,002 --> 00:05:17,000
So it's only the body that's affecting it.
73
00:05:18,000 --> 00:05:21,999
Like this kind of.
74
00:05:22,002 --> 00:05:31,999
And that together with the color node can create some nice color variations.
75
00:05:32,002 --> 00:05:34,999
We can introduce some slight darks or reds here.
76
00:05:35,002 --> 00:05:36,999
So we're going to put it here.
77
00:05:37,002 --> 00:05:37,999
Create a mix node.
78
00:05:38,002 --> 00:05:40,999
Set that to color.
79
00:05:41,002 --> 00:05:44,999
And then plug the color into this one here.
80
00:05:45,002 --> 00:05:47,999
Plug the ambient occlusion into the factor.
81
00:05:48,002 --> 00:05:50,999
And then this goes into the base color.
82
00:05:51,002 --> 00:05:54,999
And then we're going to get some white edges here.
83
00:05:55,002 --> 00:05:56,999
Oh actually it needs to be the.
84
00:05:57,002 --> 00:05:59,999
No that's the other way around.
85
00:06:00,002 --> 00:06:01,999
Exactly like this.
86
00:06:02,002 --> 00:06:09,999
And then set this to multiply.
87
00:06:10,002 --> 00:06:10,999
And then we're getting.
88
00:06:11,002 --> 00:06:13,999
So now it needs to be the other way around.
89
00:06:14,002 --> 00:06:15,999
Okay that's.
90
00:06:16,002 --> 00:06:16,999
No.
91
00:06:17,002 --> 00:06:17,999
No okay.
92
00:06:18,002 --> 00:06:20,999
It was just.
93
00:06:21,002 --> 00:06:24,999
It's supposed to make it darker.
94
00:06:25,002 --> 00:06:27,999
But it really isn't.
95
00:06:28,002 --> 00:06:28,999
So it's because.
96
00:06:29,002 --> 00:06:29,999
Right.
97
00:06:30,002 --> 00:06:30,999
It's because it needs to be like this.
98
00:06:31,002 --> 00:06:32,999
There we go.
99
00:06:33,002 --> 00:06:34,999
Like that.
100
00:06:35,002 --> 00:06:38,999
And then.
101
00:06:39,002 --> 00:06:40,999
We get those darker.
102
00:06:41,002 --> 00:06:45,999
Hues there.
103
00:06:46,002 --> 00:06:46,999
So you can see without.
104
00:06:47,002 --> 00:06:47,999
And then with.
105
00:06:48,002 --> 00:06:49,999
It's just giving it a little bit of definition.
106
00:06:50,002 --> 00:06:53,999
Making things poke out.
107
00:06:54,002 --> 00:06:55,999
Let's see if we give it some.
108
00:06:56,002 --> 00:06:57,999
Kind of slightly reddish.
109
00:06:58,002 --> 00:07:02,999
Tones.
110
00:07:03,002 --> 00:07:12,999
Slightly reddish tones there.
111
00:07:13,002 --> 00:07:16,999
Bring that down there.
112
00:07:17,002 --> 00:07:19,999
Let's see we got that here.
113
00:07:20,002 --> 00:07:22,999
Then you can figure out the fall off that you want.
114
00:07:23,002 --> 00:07:27,999
You probably want to check cycles also because cycles going to make it look a little bit different.
115
00:07:28,002 --> 00:07:29,999
And that's the one we're using it for for baking.
116
00:07:30,002 --> 00:07:32,999
Actually that's pretty close approximation there.
117
00:07:33,002 --> 00:07:37,999
And it just makes stuff pop for from a bit further away.
118
00:07:38,002 --> 00:07:40,999
You can see it here with.
119
00:07:41,002 --> 00:07:43,999
Without.
120
00:07:44,002 --> 00:07:45,999
Without there.
121
00:07:46,002 --> 00:07:48,999
And then.
122
00:07:49,002 --> 00:07:53,999
With here.
123
00:07:54,002 --> 00:07:55,999
So just seeing it together here now.
124
00:07:56,002 --> 00:07:57,999
When it's all.
125
00:07:58,002 --> 00:07:59,999
Together what does it look like.
126
00:08:00,002 --> 00:08:02,999
Oh it's just waiting for it here.
127
00:08:03,002 --> 00:08:05,999
There we go.
128
00:08:06,002 --> 00:08:07,999
Getting some.
129
00:08:08,002 --> 00:08:09,999
Crevice details.
130
00:08:10,002 --> 00:08:12,999
Yeah that's exactly what I want.
131
00:08:13,002 --> 00:08:14,999
And here we have it without.
132
00:08:15,002 --> 00:08:18,999
Just giving it a little bit of punch.
133
00:08:19,002 --> 00:08:20,999
In certain areas.
134
00:08:21,002 --> 00:08:23,999
That's what I was looking for.
135
00:08:24,002 --> 00:08:24,999
Very good.
136
00:08:25,002 --> 00:08:25,999
Nice.
137
00:08:26,002 --> 00:08:26,999
So we got that as well.
138
00:08:27,002 --> 00:08:29,999
So that means we could pick that out.
139
00:08:30,002 --> 00:08:30,999
As is.
140
00:08:31,002 --> 00:08:32,999
So I could take the body here.
141
00:08:33,002 --> 00:08:35,999
Select.
142
00:08:36,002 --> 00:08:37,999
The body base color.
143
00:08:38,002 --> 00:08:42,999
Oh that will create a dependency loop actually.
144
00:08:43,002 --> 00:08:46,999
So maybe it actually comes from this one here instead.
145
00:08:47,002 --> 00:08:48,999
Like that.
146
00:08:49,002 --> 00:08:51,999
And then yeah that's the way to do it.
147
00:08:52,002 --> 00:08:54,999
A little bit more.
148
00:08:55,002 --> 00:08:55,999
A little bit more there.
149
00:08:56,002 --> 00:08:59,999
And then go over and bake the diffuse.
150
00:09:00,002 --> 00:09:01,999
So diffuse here.
151
00:09:02,002 --> 00:09:02,999
Adjust the color.
152
00:09:03,002 --> 00:09:04,999
Select the body base color.
153
00:09:05,002 --> 00:09:10,999
And bake.
154
00:09:11,002 --> 00:09:12,999
I'm still seeing circular dependency.
155
00:09:13,002 --> 00:09:16,999
But that's just because it's connected to the roughness.
156
00:09:17,002 --> 00:09:21,999
Which is absolutely fine.
157
00:09:22,002 --> 00:09:28,999
We're getting that in there.
158
00:09:29,002 --> 00:09:29,999
Waiting for the texture baking.
159
00:09:30,002 --> 00:09:31,999
And then once we have the texture baking ready.
160
00:09:32,002 --> 00:09:35,999
Then we need to reconstruct the subdivisions for our character.
161
00:09:36,002 --> 00:09:40,999
And here we have all of it with variations on top of it.
162
00:09:41,002 --> 00:09:43,999
That's really good.
163
00:09:44,002 --> 00:09:48,999
Then we need to get the roughness map out.
164
00:09:49,002 --> 00:09:52,999
So we need to create a new image texture.
165
00:09:53,002 --> 00:09:56,999
And we're going to call that one.
166
00:09:57,002 --> 00:09:57,999
Let's see here.
167
00:09:58,002 --> 00:10:01,173
We're going to call it body base.
168
00:10:01,173 --> 00:10:03,217
Subtitled by
online-courses.club
We compress knowledge for you!
169
00:10:03,218 --> 00:10:04,999
Body roughness.
170
00:10:05,002 --> 00:10:05,999
And it's also going to be 2K.
171
00:10:06,002 --> 00:10:09,999
Like that.
172
00:10:10,002 --> 00:10:12,999
And now the base color falls in there.
173
00:10:13,002 --> 00:10:13,999
So that's good.
174
00:10:14,002 --> 00:10:16,999
And then we can set this to roughness.
175
00:10:17,002 --> 00:10:19,999
And I can select that roughness map there.
176
00:10:20,002 --> 00:10:22,999
So it's a non-color almost.
177
00:10:23,002 --> 00:10:26,999
And then we bake it.
178
00:10:27,002 --> 00:10:29,999
So I'm going to bake it.
179
00:10:30,002 --> 00:10:30,999
Select the body.
180
00:10:31,002 --> 00:10:32,999
And then bake it.
181
00:10:33,002 --> 00:10:35,999
And then we can bake this one now.
182
00:10:36,002 --> 00:10:37,999
And then we have the two maps we need.
183
00:10:38,002 --> 00:10:40,999
And we don't need a metalness map for the character.
184
00:10:41,002 --> 00:10:45,000
Because it will just be set to zero basically.
185
00:10:46,000 --> 00:10:49,999
If you had any kind of metal stitches or some kind of metal component of your character.
186
00:10:50,002 --> 00:10:51,999
Then you would have a map for that.
187
00:10:52,002 --> 00:10:53,999
And here we have the roughness map.
188
00:10:54,002 --> 00:10:55,999
And then we can plug that one in.
189
00:10:56,002 --> 00:11:00,999
And that becomes the full character with the full texture maps there.
190
00:11:01,002 --> 00:11:01,999
Nice.
191
00:11:02,002 --> 00:11:02,999
Okay.
192
00:11:03,002 --> 00:11:08,999
Now it's time to apply the detail to a lower resolution model.
193
00:11:09,002 --> 00:11:11,999
Because right now our model looks like this.
194
00:11:12,002 --> 00:11:16,999
In order to do this, we need to reconstruct some subdivisions.
195
00:11:17,002 --> 00:11:18,999
So we are going to click on model.
196
00:11:19,002 --> 00:11:21,999
And go to multi-resolution.
197
00:11:22,002 --> 00:11:24,999
And then we are going to start unsubdividing it.
198
00:11:25,002 --> 00:11:27,999
And I need to unsubdivide it four times.
199
00:11:28,002 --> 00:11:32,999
To get back to the original subdivision level we had in the way beginning.
200
00:11:33,002 --> 00:11:34,999
When we first made our model.
201
00:11:35,002 --> 00:11:37,999
So this is kind of what we've been building our way towards.
202
00:11:38,002 --> 00:11:40,999
Now having that lower resolution game ready model.
203
00:11:41,002 --> 00:11:46,999
With nice normal maps and textures that all work seamlessly.
204
00:11:47,002 --> 00:11:48,999
So I'm going to unsubdivide.
205
00:11:49,002 --> 00:11:50,999
And this is going to take a lot of time.
206
00:11:51,002 --> 00:11:52,999
So I'm just going to do it four times.
207
00:11:53,002 --> 00:11:53,999
Okay.
208
00:11:54,002 --> 00:11:54,999
And here we are.
209
00:11:55,002 --> 00:11:56,999
And I've subdivided all the way down.
210
00:11:57,002 --> 00:12:00,999
Or unsubdivided all the way down to the base.
211
00:12:01,002 --> 00:12:02,999
And now our mesh looks like this.
212
00:12:03,002 --> 00:12:06,999
Which is kind of our target resolution.
213
00:12:07,002 --> 00:12:07,999
And keep in mind.
214
00:12:08,002 --> 00:12:09,999
When you do this.
215
00:12:10,002 --> 00:12:11,999
The vertex colors.
216
00:12:12,002 --> 00:12:13,999
They die out.
217
00:12:14,002 --> 00:12:14,999
Right.
218
00:12:15,002 --> 00:12:16,999
So now if I go back to level four.
219
00:12:17,002 --> 00:12:20,999
The vertex colors are going to be a much lower resolution.
220
00:12:21,002 --> 00:12:22,999
Than they were before.
221
00:12:23,002 --> 00:12:24,999
As I remember it.
222
00:12:25,002 --> 00:12:25,999
Yeah.
223
00:12:26,002 --> 00:12:28,999
I think we're getting a little bit of artifacts.
224
00:12:29,002 --> 00:12:30,999
They might actually be surviving.
225
00:12:31,002 --> 00:12:31,999
There might be a new thing.
226
00:12:32,002 --> 00:12:32,999
Or they might be broken.
227
00:12:33,002 --> 00:12:34,999
I can't really tell on this one.
228
00:12:35,002 --> 00:12:36,999
But I think they will be broken.
229
00:12:37,002 --> 00:12:38,999
So keep a copy of your model.
230
00:12:39,002 --> 00:12:39,999
Yeah.
231
00:12:40,002 --> 00:12:40,999
They're definitely broken.
232
00:12:41,002 --> 00:12:42,999
Keep a copy of your high-res one.
233
00:12:43,002 --> 00:12:45,999
If you want to keep those vertex colors around for another time.
234
00:12:46,002 --> 00:12:47,999
So I'm going to save this one as a new file.
235
00:12:48,002 --> 00:12:51,999
To not override the changes that I just made.
236
00:12:52,002 --> 00:12:56,999
But now I have re-established the multi-res.
237
00:12:57,002 --> 00:12:57,999
With the lowest one.
238
00:12:58,002 --> 00:12:59,999
And then what needs to happen.
239
00:13:00,002 --> 00:13:02,999
Is that I need to bake the different kinds of maps.
240
00:13:03,002 --> 00:13:03,999
That I need.
241
00:13:04,002 --> 00:13:06,999
And what I'm going to be baking.
242
00:13:07,002 --> 00:13:09,999
Is a normal map.
243
00:13:10,002 --> 00:13:11,999
And then probably also a displacement map.
244
00:13:12,002 --> 00:13:15,999
And the displacement map is just if you want to use it.
245
00:13:16,002 --> 00:13:17,999
In some other context.
246
00:13:18,002 --> 00:13:21,999
And that can also be useful.
247
00:13:22,002 --> 00:13:23,999
But it's the same process basically.
248
00:13:24,002 --> 00:13:25,999
But the normal map is the one we're going to be using.
249
00:13:26,002 --> 00:13:27,999
For the final character.
250
00:13:28,002 --> 00:13:28,999
Okay.
251
00:13:29,002 --> 00:13:29,999
Very cool.
252
00:13:30,002 --> 00:13:34,999
So I'm going to go all the way back to the shading tab here.
253
00:13:35,002 --> 00:13:37,999
And then we need to create some new nodes.
254
00:13:38,002 --> 00:13:39,999
We need to create another texture node.
255
00:13:40,002 --> 00:13:41,999
And the new texture node we're creating.
256
00:13:42,002 --> 00:13:44,999
Is the normal map node.
257
00:13:45,002 --> 00:13:46,999
I also need to just save this one out here.
258
00:13:47,002 --> 00:13:47,999
Save.
259
00:13:48,002 --> 00:13:48,999
Image save.
260
00:13:49,002 --> 00:13:50,999
Add body roughness.
261
00:13:51,002 --> 00:13:52,999
There we go.
262
00:13:53,002 --> 00:13:54,999
And that's set correctly there.
263
00:13:55,002 --> 00:13:58,999
Then we're going to create a new image texture.
264
00:13:59,002 --> 00:13:59,999
Image texture node here.
265
00:14:00,002 --> 00:14:00,999
And then a new texture on that node.
266
00:14:01,002 --> 00:14:06,999
And we're going to call that body normal.
267
00:14:07,002 --> 00:14:07,999
Normal like that.
268
00:14:08,002 --> 00:14:09,999
And we're going to say okay.
269
00:14:10,002 --> 00:14:12,999
That's also going to be 2K.
270
00:14:13,002 --> 00:14:16,999
Which will be enough detail for this one.
271
00:14:17,002 --> 00:14:19,999
So here we have the body normal.
272
00:14:20,002 --> 00:14:22,999
That's the one we want to get the detail onto.
273
00:14:23,002 --> 00:14:25,999
And the really cool thing about the multi-res modifier.
274
00:14:26,002 --> 00:14:29,999
Is that it already works with the baking and everything set up.
275
00:14:30,002 --> 00:14:30,999
It's built into it.
276
00:14:31,002 --> 00:14:32,999
And that's why you have this little tab over here.
277
00:14:33,002 --> 00:14:33,999
Under render.
278
00:14:34,002 --> 00:14:34,999
Bake.
279
00:14:35,002 --> 00:14:35,999
And then under the bake button.
280
00:14:36,002 --> 00:14:38,999
There's a tab that says bake from multi-res.
281
00:14:39,002 --> 00:14:41,999
And you can see it's already set to normals.
282
00:14:42,002 --> 00:14:42,999
Right.
283
00:14:43,002 --> 00:14:45,999
And that's just going to take the highest subdivision level.
284
00:14:46,002 --> 00:14:47,999
And bake it to the lowest subdivision level.
285
00:14:48,002 --> 00:14:49,999
As far as I remember.
286
00:14:50,002 --> 00:14:51,999
So we're just going to test that out here.
287
00:14:52,002 --> 00:14:53,999
Selecting my node.
288
00:14:54,002 --> 00:14:55,999
Hitting bake.
289
00:14:56,002 --> 00:14:58,999
And then letting that do its job.
290
00:14:59,002 --> 00:15:03,999
And then we essentially get nothing.
291
00:15:04,002 --> 00:15:06,999
Because I think we have to go back to the lowest one.
292
00:15:07,002 --> 00:15:07,999
That's how it works.
293
00:15:08,002 --> 00:15:09,999
So we go to the lowest one.
294
00:15:10,002 --> 00:15:13,000
And then we hit bake from that one.
295
00:15:15,000 --> 00:15:16,999
Let's see here.
296
00:15:17,002 --> 00:15:19,999
I'm going to grab that one and then we hit bake.
297
00:15:20,002 --> 00:15:21,999
Let's try that.
298
00:15:22,002 --> 00:15:22,999
Okay.
299
00:15:23,002 --> 00:15:23,999
And then we get.
300
00:15:24,002 --> 00:15:24,999
Then we get some stuff.
301
00:15:25,002 --> 00:15:25,999
Right.
302
00:15:26,002 --> 00:15:26,999
So you have to be on the lowest subdivision level.
303
00:15:27,002 --> 00:15:28,999
And then bake down.
304
00:15:29,002 --> 00:15:32,999
And this is the normal map of all the details.
305
00:15:33,002 --> 00:15:35,999
Just instant from the multi-res modifier.
306
00:15:36,002 --> 00:15:37,999
Super great.
307
00:15:38,002 --> 00:15:41,999
And this one we can use in our normal map setup here.
308
00:15:42,002 --> 00:15:43,999
So we go over here.
309
00:15:44,002 --> 00:15:45,999
And then we find it over here.
310
00:15:46,002 --> 00:15:47,999
So we can save it.
311
00:15:48,002 --> 00:15:48,999
Party normal.
312
00:15:49,002 --> 00:15:49,999
Image.
313
00:15:50,002 --> 00:15:50,999
Save as.
314
00:15:51,002 --> 00:15:51,999
Party normal.
315
00:15:52,002 --> 00:15:53,999
There we go.
316
00:15:54,002 --> 00:15:55,999
And then this one is now saved.
317
00:15:56,002 --> 00:15:57,999
And then we can set it to non-color.
318
00:15:58,002 --> 00:15:59,999
Which is very important for it to behave properly.
319
00:16:00,002 --> 00:16:01,999
Then you can see the color changes there.
320
00:16:02,002 --> 00:16:04,999
And then we're going to get a normal map node.
321
00:16:05,002 --> 00:16:08,999
I'm going to plug that into the tangent space.
322
00:16:09,002 --> 00:16:10,999
And normal.
323
00:16:11,002 --> 00:16:14,999
And then we get all the detail back.
324
00:16:15,002 --> 00:16:17,999
As if though we had lost nothing.
325
00:16:18,002 --> 00:16:18,999
Isn't that incredible?
326
00:16:19,002 --> 00:16:19,999
Look how much detail here.
327
00:16:20,002 --> 00:16:22,999
Even though the mesh looks like that.
328
00:16:23,002 --> 00:16:26,999
That is just awesome.
329
00:16:27,002 --> 00:16:28,999
I just love normal maps.
330
00:16:29,002 --> 00:16:30,999
It's such an awesome technique.
331
00:16:31,002 --> 00:16:32,999
And it works so seamlessly with the multi-res here.
332
00:16:33,002 --> 00:16:37,999
And we just get perfect detailing back from everything.
333
00:16:38,002 --> 00:16:39,999
And if I unhide all the assets.
334
00:16:40,002 --> 00:16:43,999
It's like nothing changed.
335
00:16:44,002 --> 00:16:44,999
And we still have the multi-res.
336
00:16:45,002 --> 00:16:46,999
So we can go all the way up to 4.
337
00:16:47,002 --> 00:16:48,999
As it was before.
338
00:16:49,002 --> 00:16:51,999
And then it will end up getting this kind of double effect.
339
00:16:52,002 --> 00:16:53,999
Because the normal map is on.
340
00:16:54,002 --> 00:16:57,999
But then you can turn off the normal map here.
341
00:16:58,002 --> 00:16:59,999
Set it to 0.
342
00:17:00,002 --> 00:17:01,999
And then we get the normal one.
343
00:17:02,002 --> 00:17:03,999
But they look so similar.
344
00:17:04,002 --> 00:17:07,999
The normal map and the full-res sculpt.
345
00:17:08,002 --> 00:17:10,999
And that's kind of the idea.
346
00:17:11,002 --> 00:17:12,999
So I'm going to bring that back.
347
00:17:13,002 --> 00:17:15,999
Bring these ones down to the lowest level.
348
00:17:16,002 --> 00:17:18,999
And that is your model essentially.
349
00:17:19,002 --> 00:17:20,999
We can also create a displacement map.
350
00:17:21,002 --> 00:17:22,999
If you need that for something else.
351
00:17:23,002 --> 00:17:24,999
So I'll just create a new image texture here.
352
00:17:25,002 --> 00:17:25,999
I'll take this one.
353
00:17:26,002 --> 00:17:26,999
Duplicate it.
354
00:17:27,002 --> 00:17:27,999
Remove the texture here.
355
00:17:28,002 --> 00:17:29,999
Save it there.
356
00:17:30,002 --> 00:17:33,999
And then call it body displacement.
357
00:17:34,002 --> 00:17:36,999
And then getting it in there.
358
00:17:37,002 --> 00:17:39,999
Then bake from multi-res.
359
00:17:40,002 --> 00:17:42,000
I have it there on the lowest one.
360
00:17:43,000 --> 00:17:45,999
And then the render settings.
361
00:17:46,002 --> 00:17:48,999
Select that one and hit bake.
362
00:17:49,002 --> 00:17:51,999
And then I get that one.
363
00:17:52,002 --> 00:17:53,999
Selecting it over here.
364
00:17:54,002 --> 00:17:55,999
Image. Save as.
365
00:17:56,002 --> 00:17:57,999
Body displacement.
366
00:17:58,002 --> 00:18:00,999
And then set it to non-color.
367
00:18:01,002 --> 00:18:03,999
Get a displacement node.
368
00:18:04,002 --> 00:18:06,999
Like that.
369
00:18:07,002 --> 00:18:08,999
Put it to the height here.
370
00:18:09,002 --> 00:18:10,999
And then we can plug that one in here.
371
00:18:11,002 --> 00:18:14,999
And actually that's going to work as a normal map right now.
372
00:18:15,002 --> 00:18:16,999
As a bump map basically.
373
00:18:17,002 --> 00:18:20,999
And you can see it's also very similar to the normals.
374
00:18:21,002 --> 00:18:24,999
But the normals will look just a little bit better.
375
00:18:25,002 --> 00:18:25,999
Take the normals off here.
376
00:18:26,002 --> 00:18:27,999
Oh actually.
377
00:18:28,002 --> 00:18:30,999
It's not working so nicely.
378
00:18:31,002 --> 00:18:37,999
And it's probably something to do with the strength here.
379
00:18:38,002 --> 00:18:43,999
But that's actually pretty interesting.
380
00:18:44,002 --> 00:18:45,999
Let's see if we just.
381
00:18:46,002 --> 00:18:48,999
Yeah so you have to decrease this one a little bit.
382
00:18:49,002 --> 00:18:51,999
So it's not quite as strong.
383
00:18:52,002 --> 00:18:54,999
Then you can see you also get the detailing back a little bit.
384
00:18:55,002 --> 00:18:56,999
But it's not going to work as nicely as the normal map.
385
00:18:57,002 --> 00:19:01,999
The normal map is definitely a lot nicer.
386
00:19:02,002 --> 00:19:02,999
So yeah.
387
00:19:03,002 --> 00:19:05,999
But just in case you need a displacement map for some purpose.
388
00:19:06,002 --> 00:19:08,999
That's how you do it.
389
00:19:09,002 --> 00:19:10,999
Awesome.
390
00:19:11,002 --> 00:19:12,999
And that's our character there.
391
00:19:13,002 --> 00:19:14,999
Then we just need to finish up the skull here.
392
00:19:15,002 --> 00:19:19,999
And I think the way I'm going to do it is just applying this one there.
393
00:19:20,002 --> 00:19:21,999
Then I get that one.
394
00:19:22,002 --> 00:19:29,999
And then the problem for this one was that it was set to be metallic.
395
00:19:30,002 --> 00:19:30,999
And that's not what we wanted.
396
00:19:31,002 --> 00:19:33,999
So we're going to go into metalness.
397
00:19:34,002 --> 00:19:37,999
Go into here and just set the color.
398
00:19:38,002 --> 00:19:39,999
I think I was being cheated because it looked white.
399
00:19:40,002 --> 00:19:43,999
So I was like all right that's white because it's a skull.
400
00:19:44,002 --> 00:19:44,999
But no.
401
00:19:45,002 --> 00:19:47,999
That's not how it's supposed to look.
402
00:19:48,002 --> 00:19:51,999
That was not the idea.
403
00:19:52,002 --> 00:19:52,999
Awesome.
404
00:19:53,002 --> 00:19:57,999
And then I think that basically does it.
405
00:19:58,002 --> 00:20:00,999
Awesome.
406
00:20:01,002 --> 00:20:02,999
We've got this guy here.
407
00:20:03,002 --> 00:20:04,999
Got that thing there.
408
00:20:05,002 --> 00:20:05,999
And then we got our full.
409
00:20:06,002 --> 00:20:11,999
It's amazing how it kind of jumps from this simple of a model because of all the local vertex colors.
410
00:20:12,002 --> 00:20:18,999
And then it suddenly is like it gets all this extra detail even though the wireframe is exactly the same.
411
00:20:19,002 --> 00:20:22,999
It's quite magic that feeling.
412
00:20:23,002 --> 00:20:25,999
And I think I can take this one and then actually combine it with the sword now.
413
00:20:26,002 --> 00:20:29,999
So they become one unified thing.
414
00:20:30,002 --> 00:20:34,999
And we could also take a bunch of these assets and combine them if we wanted to.
415
00:20:35,002 --> 00:20:38,999
That could make some things a little bit easier.
416
00:20:39,002 --> 00:20:39,999
Let's see here.
417
00:20:40,002 --> 00:20:41,999
If we take these ones.
418
00:20:42,002 --> 00:20:43,999
Combine these.
419
00:20:44,002 --> 00:20:45,999
Then we get that going on.
420
00:20:46,002 --> 00:20:47,999
Set it to auto smooth.
421
00:20:48,002 --> 00:20:50,999
Take the helmet and this one and combine them.
422
00:20:51,002 --> 00:20:54,999
Set it to auto smooth.
423
00:20:55,002 --> 00:20:56,999
Or just smooth.
424
00:20:57,002 --> 00:20:58,999
Auto smooth.
425
00:20:59,002 --> 00:21:01,999
It's kind of like this one doesn't need it so.
426
00:21:02,002 --> 00:21:03,999
Maybe this one because that's shade smooth.
427
00:21:04,002 --> 00:21:05,999
Oh it can't.
428
00:21:06,002 --> 00:21:06,999
If one is set to.
429
00:21:07,002 --> 00:21:07,999
Okay.
430
00:21:08,002 --> 00:21:10,999
Let's see if we go to normals.
431
00:21:11,002 --> 00:21:18,999
And just adjust this a little bit.
432
00:21:19,002 --> 00:21:26,999
Then it's only the sharpest of edges that kind of gets it.
433
00:21:27,002 --> 00:21:36,999
That's a good question actually what should be.
434
00:21:37,002 --> 00:21:39,999
And then it also gets it here.
435
00:21:40,002 --> 00:21:40,999
On the cloth there.
436
00:21:41,002 --> 00:21:43,999
Maybe that's not really what I want.
437
00:21:44,002 --> 00:21:46,999
Set it to 45.
438
00:21:47,002 --> 00:21:47,999
That feels pretty good.
439
00:21:48,002 --> 00:21:49,999
So that all becomes one.
440
00:21:50,002 --> 00:21:50,999
That's good.
441
00:21:51,002 --> 00:21:53,999
The sandals are there.
442
00:21:54,002 --> 00:21:57,999
This thing can join that one.
443
00:21:58,002 --> 00:22:00,999
Sandals are on their own.
444
00:22:01,002 --> 00:22:04,999
I mean the whole item set could you know become.
445
00:22:05,002 --> 00:22:13,999
It's own asset like all of this could be combined for simplicity's sake.
446
00:22:14,002 --> 00:22:17,999
But I think it's also nice to have some divisions sometimes.
447
00:22:18,002 --> 00:22:19,999
The sword for sure should be its own object.
448
00:22:20,002 --> 00:22:22,999
And this one then you can take this one off.
449
00:22:23,002 --> 00:22:24,999
Put on a different helmet.
450
00:22:25,002 --> 00:22:26,999
You can take this off instead of the belt.
451
00:22:27,002 --> 00:22:27,999
That looks kind of weird.
452
00:22:28,002 --> 00:22:28,999
You can take the shoes off.
453
00:22:29,002 --> 00:22:33,999
So there's some stuff to exchange if you need it to.
454
00:22:34,002 --> 00:22:36,999
Very, very, very nice.
455
00:22:37,002 --> 00:22:44,999
And this essentially marks the end for making the model itself.
456
00:22:45,002 --> 00:22:46,999
All this stuff has now been completed.
457
00:22:47,002 --> 00:22:48,999
The texturing.
458
00:22:49,002 --> 00:22:50,999
The different texture sheets.
459
00:22:51,002 --> 00:22:51,999
The modeling.
460
00:22:52,002 --> 00:22:54,999
The setup with the resolution here.
461
00:22:55,002 --> 00:22:55,999
And the multi-res.
462
00:22:56,002 --> 00:22:57,999
We're just keeping that on.
463
00:22:58,002 --> 00:22:59,999
We don't need it right now.
464
00:23:00,002 --> 00:23:01,999
But also it's not in the way.
465
00:23:02,002 --> 00:23:02,999
So we can just keep it here.
466
00:23:03,002 --> 00:23:08,999
And that means we can now move on to doing the rigging of the model.
467
00:23:09,002 --> 00:23:12,000
So we'll start with that in the next chapter.
33286
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.