The issue you were having with the boots is that the mannequin is essentially barefoot, or wearing shoes with thin soles. You need to extract the soles down from the foot bone, because the ankle is already placed proportionally. The foot of the soldier inside the armour wouldn't be flush with the floor, because he'd have a thick sole below his the bottom of his foot.
You can further accelerate your workflow by using booleans , they excel both for high poly and low poly workflows, booltool and booltron are both free addons to assist you. Quad remesher is indeed very good but can be tricky, you will see better results if you gradually remesh the model for example if I have 1mil poly model i take it to 500k -> 200k -> 100k -> 50k -> 20k -> 10k -> 5k ... this way you can go as low as you want and still keep a relative good edge flow. Sculpting alpha brushes + booleans works for high details very well , even if you aim for low poly models you can bake those to normal maps this way you can rely less on difuse texturing because most the detail will be contained in your normal map (including shade smooth, bevels etc) and you can then rely back to your basic pallet of colors for texture painting. Then there is geometry nodes, shader nodes for both normal and diffuse maps, python scripts , sky is the limit how much you can accelerate your workflow. Of course building a library of basic common primitives you use for booleans is also a very good idea.
I like the Auto Smooth look better than the flat shading as well. And yes, as a Stormtrooper myself I definitely like the white armor with the black interior parts 😁
Nice and chill video and the roboguy looks really cool too :) Would you be intrested in doing a small introduction to UE? Show how to import some of your assets and do some cool stuff with it. Replace the standard mesh with your to use the animations and maybe do a custom one. Use some weapons or show off some abilities. Some some ticks and tipps to get some easy things going that look cool and are playable. Would love to see that :)
Actually you don't have to add the Auto Smooth modifier manually in the modifiers tab. In earlier versions of Blender you could right-click the object and choose between Shade Smooth, Shade Flat and Auto Smooth, then they changed the Auto Smooth but now it's back again in the right-click context menu, and if you choose it the Auto Smooth modifier will be added automatically and also be pinned auromatically to stay at the end so that it affects the mesh after all other modifiers. For the issues where some edges looked sharp when they are supposed to be smooth, instead of moving vertices around you could have simply tried to change the threshold angle in the modifier (just like you could change the angle in the old auto smooth method), I guess especially with low poly modeling you could get away with a much higher value then the default 30°.
One thing I noticed since you are mentioning anatomy every once in a while, I think your feet are often seemingly too short in my opinion, but anyway a great workflow.
That last, white version, looks super cool, especially when running around that UE scene!!
I remember when I first saw you years ago and looking back at your channel now you have come so fair
The issue you were having with the boots is that the mannequin is essentially barefoot, or wearing shoes with thin soles. You need to extract the soles down from the foot bone, because the ankle is already placed proportionally. The foot of the soldier inside the armour wouldn't be flush with the floor, because he'd have a thick sole below his the bottom of his foot.
This looks really cool
Incredible guide thanks man
Great wee character, reminds me of an '80s action figure
That is the most amazing Topology I've seen done that quickly in blender in real time in my entire life.
Oooo this is perfect 👀
You can further accelerate your workflow by using booleans , they excel both for high poly and low poly workflows, booltool and booltron are both free addons to assist you. Quad remesher is indeed very good but can be tricky, you will see better results if you gradually remesh the model for example if I have 1mil poly model i take it to 500k -> 200k -> 100k -> 50k -> 20k -> 10k -> 5k ... this way you can go as low as you want and still keep a relative good edge flow. Sculpting alpha brushes + booleans works for high details very well , even if you aim for low poly models you can bake those to normal maps this way you can rely less on difuse texturing because most the detail will be contained in your normal map (including shade smooth, bevels etc) and you can then rely back to your basic pallet of colors for texture painting. Then there is geometry nodes, shader nodes for both normal and diffuse maps, python scripts , sky is the limit how much you can accelerate your workflow. Of course building a library of basic common primitives you use for booleans is also a very good idea.
Autosmooth version for the win! New workflow methods seem to be so effective and the topology seems so clean.
I like the Auto Smooth look better than the flat shading as well. And yes, as a Stormtrooper myself I definitely like the white armor with the black interior parts 😁
Nice and chill video and the roboguy looks really cool too :)
Would you be intrested in doing a small introduction to UE? Show how to import some of your assets and do some cool stuff with it. Replace the standard mesh with your to use the animations and maybe do a custom one. Use some weapons or show off some abilities. Some some ticks and tipps to get some easy things going that look cool and are playable. Would love to see that :)
This stormtrooper actually looks like he can aim while shooting! :)
Btw, autosmooth/shadesmooth is available on rightclick in object mode.
it would be interesting to see with motion matching
I was wondering if you would be creating a video or a updated version on how to setup the new texture?
Actually you don't have to add the Auto Smooth modifier manually in the modifiers tab. In earlier versions of Blender you could right-click the object and choose between Shade Smooth, Shade Flat and Auto Smooth, then they changed the Auto Smooth but now it's back again in the right-click context menu, and if you choose it the Auto Smooth modifier will be added automatically and also be pinned auromatically to stay at the end so that it affects the mesh after all other modifiers. For the issues where some edges looked sharp when they are supposed to be smooth, instead of moving vertices around you could have simply tried to change the threshold angle in the modifier (just like you could change the angle in the old auto smooth method), I guess especially with low poly modeling you could get away with a much higher value then the default 30°.
When will there be a full course? Unity Blender Game 2d Full
One thing I noticed since you are mentioning anatomy every once in a while, I think your feet are often seemingly too short in my opinion, but anyway a great workflow.
Do something this cool again and I will be forced to send my mother a Christmas card.