- Видео 55
- Просмотров 116 101
Bakyt Kalmuratov
Добавлен 8 фев 2023
Here I will share my knowledge and record concise tutorials, the kind of tutorials that I always look for but rarely find. I welcome everyone who asks questions or comments under any video, I usually answer within 24 hours. By answering, I also frequently learn something new, so let's move forward together!
By the way, I'm a 3D generalist with over 20 years of experience. I record and edit tutorials in my spare time, sorry I can't post often or make very comprehensive lessons.
By the way, I'm a 3D generalist with over 20 years of experience. I record and edit tutorials in my spare time, sorry I can't post often or make very comprehensive lessons.
Hardsurface modeling of an oil lamp (lantern) from a 3D scan.
In this compiled tutorial, we will model a lantern in Blender. You'll witness the entire process from blocking to detailing each piece, to texturing using a variety of techniques. All modeling is done using native Blender tools, packing and straightening UVs is done using free plugins. Texturing is done in two ways; The first, in the industry standard Substance Painter. The other way, in the free Quixel Mixer.
3d scan: sketchfab.com/3d-models/old-oil-lamp-aaa99a374e0c4a98868383c42ff6ae0d
Free Blender files for the course: bakyt3d.gumroad.com/l/yugko
Used add-ons:
TexTools: github.com/franMarz/TexTools-Blender
UV packer: github.com/3d-io/uvpacker-blender-addon
UV squares: github.com/Radivarig/...
3d scan: sketchfab.com/3d-models/old-oil-lamp-aaa99a374e0c4a98868383c42ff6ae0d
Free Blender files for the course: bakyt3d.gumroad.com/l/yugko
Used add-ons:
TexTools: github.com/franMarz/TexTools-Blender
UV packer: github.com/3d-io/uvpacker-blender-addon
UV squares: github.com/Radivarig/...
Просмотров: 1 042
Видео
Texturing with Quixel Mixer
Просмотров 6133 месяца назад
This is a free, quick and easy way to texture 3D models. Please check out other tutorials on modeling, unwrapping and shading on my channel. TexTools add-on: github.com/franMarz/TexTools-Blender
Fixing a Remesh modifier problem in Blender
Просмотров 1,7 тыс.5 месяцев назад
Fixing a Remesh modifier problem in Blender
Flexible helper bones in Blender (for Rigify add-on)
Просмотров 1,9 тыс.5 месяцев назад
In this tutorial we will learn to set up b-bones in Rigify add-on which will help with automatic skinning a Metahuman Character. Prerequisite tutorial: ruclips.net/video/8eEhn5AOuMU/видео.html
B-bones with automatic weights for skinning metahuman body in Blender.
Просмотров 1,6 тыс.6 месяцев назад
In this tutorial we will learn to set up b-bones which will help with skinning a Metahuman Character without weight painting. Also we will add those bones to Rigify as strechy deformation bones. Prerequisite tutorial: ruclips.net/video/4IIe9qCE30Y/видео.html Lewis's tutorial: ruclips.net/video/Zx2LtlZqG3g/видео.html Sorry, I was wrong when I said that Rigify does not support bendy bones. In the...
Weight paint eyelids and perform other fixes on metahuman face
Просмотров 5446 месяцев назад
In this tutorial in addition to painting weights on eyelids, we will transfer weights to tearlines and eyelashes. Also we'll fix some issues with teeth affecting the face and weight paint the tongue. Prerequisite tutorial: ruclips.net/video/4IIe9qCE30Y/видео.html
Rig metahuman face with Rigify
Просмотров 1,3 тыс.7 месяцев назад
In this tutorial you'll learn appending materials, adding body with skeleton, and rigging the metahuman face as well as rigging the whole metahuman body in minutes with Rigify plugin. Prerequisite tutorial: ruclips.net/video/LfPyDJbNcvY/видео.html Tutorials on shading: ruclips.net/p/PL0N7uZ-eoiHhzUsIA7VYZfw4-bB6Fu4vd Blender file with materials only: bakyt3d.gumroad.com/l/rbuhs
Metahuman clothes with textures into Blender
Просмотров 4108 месяцев назад
In this tutorial, we will export meshes and textures of metahuman clothes from Unreal Engine then import them into blender and change materials and shaders to suit our needs. 0:00 Export meshes and textures from Unreal Engine. 1:24 Import clothes meshes into Blender. 1:54 Shading CrewneckT 3:27 Shading Jeans 5:51 Shading Casual Sneakers 6:44 Coloring with UV islands Download TexTools from here:...
Sending edited animation to Unreal (UE Metahuman - Blender pipeline #6 of 6)
Просмотров 1 тыс.8 месяцев назад
In this last tutorial of the series we will learn to bake edited animation and send it back to Unreal Engine. Previous tutorial: ruclips.net/video/zcYdkbI0_X8/видео.html If you're new in my channel please start here: ruclips.net/video/LfPyDJbNcvY/видео.html
Make a change to mocap animation using NLA editor (UE Metahuman - Blender pipeline #5 of 6)
Просмотров 9188 месяцев назад
In this tutorial we will make a change to animation with Nonlinear Animation (NLA) Editor Previous tutorial: ruclips.net/video/HBnWheAZIvI/видео.html Next tutorial: ruclips.net/video/JwoL42h7KMc/видео.html
Retarget mixamo animation to Metahuman in Blender (UE Metahuman - Blender pipeline #4 of 6)
Просмотров 2 тыс.9 месяцев назад
In this tutorial we'll transfer or retarget a Mixamo mocap animation to a metahuman that we've rigged before. Previous tutorial: ruclips.net/video/hTzvf3LD9nM/видео.html Next tutorial: ruclips.net/video/zcYdkbI0_X8/видео.html Rokoko add-on: www.rokoko.com/integrations/blender Adobe Mixamo: www.mixamo.com Retargeting template that I've mentıoned: bakyt3d.gumroad.com/l/mivosl
Skin a metahuman's mesh to Rigify rig in Blender 4 (UE Metahuman - Blender pipeline #3 of 6)
Просмотров 2,1 тыс.9 месяцев назад
Previous tutorial: ruclips.net/video/kV9Vkh1l8os/видео.html Next tutorial: ruclips.net/video/HBnWheAZIvI/видео.html In this tutorial we'll skin a metahuman with automatic weights.
Rig Metahuman with Rigify in Blender 4 (UE Metahuman - Blender pipeline #2 of 6)
Просмотров 4,3 тыс.9 месяцев назад
Previous tutorial: ruclips.net/video/LfPyDJbNcvY/видео.html Next tutorial: ruclips.net/video/hTzvf3LD9nM/видео.html
import Metahuman into Blender 4 (UE Metahuman - Blender pipeline #1 of 6)
Просмотров 13 тыс.9 месяцев назад
Let's import Metahuman bones and meshes into Blender. Then arrange the bones and delete redundant ones. Prerequisite tutorial: ruclips.net/video/vLJk82JgMu0/видео.html Next tutorial: ruclips.net/video/kV9Vkh1l8os/видео.html
Materials and textures in MotionBuilder.
Просмотров 54510 месяцев назад
In this tutorial we will learn how to apply materials and textures to mesh.
Easy fix for candy-wraps of Metahuman wrists in MotionBuilder.
Просмотров 35010 месяцев назад
Easy fix for candy-wraps of Metahuman wrists in MotionBuilder.
Metahuman eyes from Unreal into Blender.
Просмотров 3,3 тыс.10 месяцев назад
Metahuman eyes from Unreal into Blender.
Introduction to Substance Painter (Texture a lantern - Part 26)
Просмотров 18311 месяцев назад
Introduction to Substance Painter (Texture a lantern - Part 26)
Setting Color IDs (Model a lantern in Blender - Part 25)
Просмотров 4811 месяцев назад
Setting Color IDs (Model a lantern in Blender - Part 25)
Faking holes in low poly (Model a lantern in Blender - Part 24)
Просмотров 11111 месяцев назад
Faking holes in low poly (Model a lantern in Blender - Part 24)
Straightening UV islands (Model a lantern in Blender - Part 23)
Просмотров 377Год назад
Straightening UV islands (Model a lantern in Blender - Part 23)
Pack UV islands tightly (Model a lantern in Blender - Part 22)
Просмотров 614Год назад
Pack UV islands tightly (Model a lantern in Blender - Part 22)
Mark seams and unwrap (Model a lantern in Blender - Part 21)
Просмотров 223Год назад
Mark seams and unwrap (Model a lantern in Blender - Part 21)
High-poly model preparation for export (Model a lantern in Blender - Part 20)
Просмотров 118Год назад
High-poly model preparation for export (Model a lantern in Blender - Part 20)
Model a lantern in Blender (Part 5 - Indentation for Fuel Cap)
Просмотров 597Год назад
Model a lantern in Blender (Part 5 - Indentation for Fuel Cap)
Update on simulation of swinging in 3ds Max
Просмотров 76Год назад
Update on simulation of swinging in 3ds Max
Simulation of a lamp swinging in 3ds Max
Просмотров 155Год назад
Simulation of a lamp swinging in 3ds Max
Q&A controlling spine and neck in MotionBuilder
Просмотров 249Год назад
Q&A controlling spine and neck in MotionBuilder
when did you make the "armature" ? I can't import the mesh with skeleton to unreal properly
bro i need your help, can you import me a file of type .mhb and convert it to .fbx? (my pc cant open unreal engine) :(
pls bro
or anyone pls
@@bughamex933 sure, send it to my email address. I'll try my best
@@Bakyt3D what is your email to send it?
@@bughamex933 bakyt3d@gmail.com
is there a faster way to do this ?
i don't know. maybe
Hi. What about corrective joints? They are not moving properly with this solution, unfortunately.
sorry i've switched to Blender so i kind of forgot MotionBuilder
should i animate metahumans in unreal engine only but i don't know how to perfectly use unreal engine, so if it transfer my metahumans into blender with their texture on them , will it make metahumans look bad or low quality ?
yes there will be quality loss, but for most cases negligible imho. for example tiny facial hair will not be transfered, stuff like that
if we transfer metahumans to blender, does it reduce the quality of their textures ?
image textures are transfered without loss.
@@Bakyt3D okay thanks!
That was a very good tutorial, thank you for it. I have one more question: I can’t find the base color of the hair. Do you have any idea where it might be or what other name it might have?
hey there, if i understand your question correctly, you can paint head texture in an image editor.
hi, in my case theres only material instance and no texture image. is there any fix to this problem?
hi, probably it's the case which I explained at the end of this tutorial. Some types of hair cannot be exported.
I faced this error *_"Generation has thrown an exception: list index out of range"_* when I click the Generate Rig option.
You probably deleted necessary bones. Start over and be careful not to delete necessary bones.
I recommend the whole video but this part helped me with that exact bug. ruclips.net/video/QJf2RFLgikQ/видео.htmlsi=UuRbM52v8D-zHypy&t=284
@@SharkTakerYT agh sexy!!!! thanks mate
I am not sure if I understand the series but is this how you create a blender custom character and rig it to the same metahuman rig/blendshape standards ?
yes, plus it's about posing/animating in blender, make corrections/cleaning of Mocap and finally sending those animations back to unreal
@@Bakyt3D Ok, I understand now. Thank you for sharing this knowledge!
@SIARSEDIG you’re welcome 😊
how can we make the hair react to light?
in blender? you mean cast shadows?
@@Bakyt3D it does cast shadows, but it's still fully visible even with lights off
@@mrb6913 sorry, i have no problem when rendering
what about the other textures that are exported except deep coverage? also could you kindly tell how to do the eyebrows in a similar way?
Hey there, I suggest you look at my shading playlist: ruclips.net/video/iIVQcPdlT3M/видео.html
Is there any way to export the metahumans hair as hair cards?
yes there is: ruclips.net/video/DVfgeeDZzbs/видео.html
Hey! Great tutorial, super helpful! I am having troubles in the retargeting to original mesh step. I animating the character myself using IK. The IK-FK slider for the hand_ik_r and hand_ik_l controller is set to ik same with both the feet controllers that we were supposed to change to Fk in the earlier tutorial. Because of this the fk bones are not being animated so while retargeting the arms do not move. Is there a workaround that allows me to both use ik for animation but also applies the animation to the fk bones. Thanks, apologies if its confusing
edit - i baked the ik animation and then clicked the fk-ik snap action button on the plugin to bake the action of the ik onto the fk bones.
@@kshitijtiwari9602 hi there, where are you going to use your animation? in blender or in some other software?
@@Bakyt3D I am trying to import the animation to unreal. after baking the ik animations, i clicked on the snap fk>ik action button to snap the fk bones to the ik animation and was able to retarget the animation to the original animation. I was able to import the animation in unreal! it works thanks!
@@kshitijtiwari9602 ok cool!
@@Bakyt3D Hey i am having an issue where once i import the animation into unreal engine and apply it on the metahuman, the character scales up
Every tutorial should be like this.
Made by a man who has watched MANY tutorials, and then did his own the right way √
😄👍
How can we then export the animation to an unreal engine for use? (Without extra bones and rig control levers)
similarly to this workflow: ruclips.net/video/JwoL42h7KMc/видео.html
Question, because of a previous step in the pipeline, (Deleting all the additional bones), does retargeting use the deformities that are lost in the process?
no, if you have deformities they will be lost.
Is there a discord channel that i can join for help?
yep i have discord channel: bakyt3d but I'm not always available
Thanks man
Any time man
мне кажется можно сделать проще, удаляеш все кости, делаеш скейл обратно, соединяеш голову и тело, береш авториг про и делаеш скелет) я искал как метахумана можно перенести с контролерами и с весами исходного метахумана, в видео как я понял веса уже не те, и экспортировав одежду в анриал,д ругой метахуман уже провалится сковзь одежду тк веса не совапдают
да проще, но используя мой метод можно переслать анимацию тела в анрил. кости остаются в местах по умолчанию поэтому анимация метахьюмана в анриле будет более менее правильная.
@@Bakyt3D ну я загружаю метахуман скелет, создаю свой, кости моего скелета я ставлю в точно такое же положение. и совпадние тоже 100 процентоное в анимации
@@buxoided 👍хорошо надо попробовать
Kindly make animation tutorials for beginners
yes I always try to make my tutorials beginner friendly
@@Bakyt3DThank you
Excellent !
EXACTLY what im looking for !!!
Glad if it helped :)
@@Bakyt3D although now i only just realized a big problem, on your previous bendy bone tutorial, there's a hip system that uses "armature" bone constraint, I tried that for Rigify, and found out that if i move the root bone (the big pad with arrows), that hip center moves along with that root bone (not proportionately to it), which shouldn't be happening, is there a fix for this?
very useful thank you
Glad it was helpful!
Sir, when i export metahuman face cavity map from unreal engine it became full back and when set it to blender it is full transparent. I tried materialise to make cavity map again but when i export it is also become transparent. Now what can i do.
hi try exporting in TGA format. you probably exported as PNG
yes I tried as a PNG format 😵💫😵💫
@@BarishaillaMUNNA 😎
Hey, thanks so much for this series, its amazing. I'm having issues trying to return back to real world scale. At what point or how can I scale the mesh and armature back to its original scale and apply it. Thanks!
I'm glad if it helped. You can scale the rig in object mode to 0.01 at any time and continue to work with your animation. though root armature will remain huge, you won't need root armature anyway, so it can remain hidden. If you need changes in root armature you can still do them, and then regenerate the rig to its real world scale.
Gracias, estoy es justo lo que necesitaba , increible
why i put the skeleton into UE5.3 metahuman. My body and head are separates.😢
try this: ruclips.net/video/ddQKMTKGpTE/видео.html
@@Bakyt3D thanks!
@@ZEQIOU anytime ;)
Does this method prevent the outfit from entering the character?
I don’t understand the question.
biliyorsan Türkçe sorabilirsin
@@Bakyt3Dmesela kolu kaldırdığımda kıyafet karakterin içine giriyor onu engelliyormu dedim ama öğrendim engelliyor yaptım teşekkürler
@@Bakyt3D no problem thank you :D
@@samet1936 süper 👍
I’m in need of done one who can make me a character on blender in a specific pose. And I can pay. Can you do that for me?
Sure, is this character good for you?
Not this character
@@Bakyt3Dcan you give me where I can message you
I need a specific character.
@@moesaadi4601 can you reach me via e-mail? bakyt3d@gmail.com
DIDNT TOLD HOW TO IMPORT TETXTURES
hi there, I have a playlist on shading: ruclips.net/p/PL0N7uZ-eoiHhzUsIA7VYZfw4-bB6Fu4vd&si=5aRp8gcI8X8xoust
How do you Transfer the metahuman from motion builder to 3ds max? When i send the file over to max, it stalls on import envelopes and I'm forced to end task in the task manager.
sorry I haven't tried that
Подскажите пожалуйста как можно экспортировать метахумана с анимацией из UE5 в Blender Когда я импортирую в блендер, то анимация не проигрывается. Ее будто нет Заранее благодарю за ответ
привет, надо экспортировать анимации из соответствующей папки под названием Animations
hi, when i go for making a bone collection, it does not appear as a collectionbut as a group, therefore i cannot make it invisible and it is complicated to select the remaining bones.. Any solutions ?
hi, you have to do it in Edit mode
this whole playlist is a true lifesaver, thank you so much for sharing your knowledge. although, i`m having issues when trying to insert facial mocap data on top of it, i know it`s an entire different topic but i wonder if you got any ideas on how to fix it? i`ve been using faceware retargeter through maya but when importing it to UE5 the head always gets detached from the body (the motionbuilder edited mocap data works fine but the head stays in place) and i`m not sure how to work around it. again, thank you so much!
im glad if it helped. sorry I have no idea how to transfer facial mocap
What about hair ? How can we give them hair ?
I got you covered ;) ruclips.net/video/DVfgeeDZzbs/видео.htmlsi=KwNq8ZGZkxDVOxi8
@@Bakyt3D what about the eyebrows
@@asy42699 unfortunately, i could not find a way to import T3D files into blender. so the simple solution would be having eyebrows as textures.
Hi, cool stuff and I like your presentation style. So you are converting the Metahumans to Blender characters, right? In other words, there will be no backward compatibility with MH in Unreal.
Thanks, your tutorials are great source of information. Yes, basically for the face rig there’s no backward compatibility. But you can retarget body animation back to MH in Unreal.
@@Bakyt3D I see. Thanks for the info!
@CGDive you are welcome, anytime ;)
Is there a way to make a stylized custom Metahuman body in Blender, then export out the new stylized custom body to UE5?
technically it is possible but you'd better work with lowpoly metahumans like LOD4 or above.
@@Bakyt3D Thank you
@@hotsauce7124 anytime =)
Спасибо ^_^
незашто ))
Hello do you have more tutorials for editing mocap with Blender? Like blending two or three different mocap clips in Blender?
No, not yet. but I'll let you know when I publish one.
Hello, did you make a weight painting tutorial?
will be ready in about a week or so
@@Bakyt3D thank you
@@hotsauce7124 you're welcome 🤗
@@hotsauce7124 BTW, the upcoming weight painting tutorial will be focused on the face, not the body.
"Bone Heat Weighting: failed to find solution for one or more bones" why ?
try CGDive's solution: [SOLVED] Bone Heat Weighting failed (Automatic Weights doesn't work in Blender)
This is awesome :D Is there a way to clean up the face / head bones for animating in blender?
yes there is! making a tutorial on face rigging is also in my plans ; )
@@Bakyt3D thanks dude, I look forward to it
@@dx9xd sure man, I hope it will be useful
Hey, thank you for this. when im trying to select the bones its not letting me add them in a bone group, the plus sign is not highlighting , so i cant add the bones in a group.
Hey there, plus sign is not for adding bones to a group, Assign button is. Plus sign is for generating a new group.
@@Bakyt3D Hi thank you for replying, but the assign option wasnt accesible too. But when i went to pose mode i was able to assign them a group.
@@Naffay Great!
thank you for this series @@Bakyt3D
@@Naffay you're welcome, more to come ;)
Could you please make a video about : How to add Niagra particles simulations on a Metahuman ?
hi, there are already good tutorials on niagara. unfortunately, right now I don't have sufficient knowledge on the subject.
Can I attach a metahuman skeleton to a custom mesh using the same method?
Sure you can, but be careful not to change bones locations otherwise you will have problems when retargeting back to unreal. If you intended to use your mesh in blender only then don't go through all this process. Simply add armature -> Human (meta-rig) and adjust it according your mesh in edit mode.
@@Bakyt3D I was looking for a workaround for attaching Metahuman base skeleton to a custom body mesh. There is a process with metapipe plugin but it requires Maya and Wrap3D which are expensive. And on top of that, it is very hard to work with body which has unique features and hard to wrap on. Your workflow shows some light at the end of the tunnel. Let’s see if it works :)
@@MotuDaaduBhai this workflow is mainly about taking metahuman skeleton to blender, then editing and baking animation and sending animation back to unreal. Working with mesh is optional but without mesh it's sometimes hard to understand what's going on. so I included a tutorial on skinning.
@@Bakyt3D any plan on creating a script out of it?
@@MotuDaaduBhai no unfortunately I don't have such programming skills
My original Metahuman bones look different than yours, what could be the problem?
Do you use discord? I may help you there discord.gg/wtAEn9wf
Thanks for the help, i wrote in the channel!@@Bakyt3D
Final What i was looking for ! thanks a lot! Looking forward to see more blender animation tutorials
I'm glad if this helped! Sure, more tutorials are on my mind.
Metahuman to blender -) mutton chops beard no mash problem please solved bro..
I see mutton chops beard has an exclamation mark, it means the beard is experimental. Choose another one without exclamation mark.